エピソード

  • Haptic Empathy: Investigating Individual Differences in Affective Haptic Communications
    2025/07/14

    Yulan Ju, Xiaru Meng, Harunobu Taguchi, Tamil Selvan Gunasekaran, Matthias Hoppe, Hironori Ishikawa, Yoshihiro Tanaka, Yun Suen Pai, and Kouta Minamizawa. 2025. Haptic Empathy: Investigating Individual Differences in Affective Haptic Communications. In Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems (CHI '25). Association for Computing Machinery, New York, NY, USA, Article 501, 1–25. https://doi.org/10.1145/3706598.3714139

    Nowadays, touch remains essential for emotional conveyance and interpersonal communication as more interactions are mediated remotely. While many studies have discussed the effectiveness of using haptics to communicate emotions, incorporating affect into haptic design still faces challenges due to individual user tactile acuity and preferences. We assessed the conveying of emotions using a two-channel haptic display, emphasizing individual differences. First, 24 participants generated 187 haptic messages reflecting their immediate sentiments after watching 8 emotionally charged film clips. Afterwards, 19 participants were asked to identify emotions from haptic messages designed by themselves and others, yielding 593 samples. Our findings suggest potential links between haptic message decoding ability and emotional traits, particularly Emotional Competence (EC) and Affect Intensity Measure (AIM). Additionally, qualitative analysis revealed three strategies participants used to create touch messages: perceptive, empathetic, and metaphorical expression.

    https://dl.acm.org/doi/10.1145/3706598.3714139

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    27 分
  • TEI 2025 : Ambient Display Utilizing Anisotropy of Tatami
    2025/03/30
    Riku Kitamura, Kenji Yamada, Takumi Yamamoto, and Yuta Sugiura. 2025. Ambient Display Utilizing Anisotropy of Tatami. In Proceedings of the Nineteenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '25). Association for Computing Machinery, New York, NY, USA, Article 3, 1–15. https://doi.org/10.1145/3689050.3704924

    Recently, digital displays such as liquid crystal displays and projectors have enabled high-resolution and high-speed information transmission. However, their artificial appearance can sometimes detract from natural environments and landscapes. In contrast, ambient displays, which transfer information to the entire physical environment, have gained attention for their ability to blend seamlessly into living spaces. This study aims to develop an ambient display that harmonizes with traditional Japanese tatami rooms by proposing an information presentation method using tatami mats. By leveraging the anisotropic properties of tatami, which change their reflective characteristics according to viewing angles and light source positions, various images and animations can be represented. We quantitatively evaluated the color change of tatami using color difference. Additionally, we created both static and dynamic displays as information presentation methods using tatami.

    https://doi.org/10.1145/3689050.3704924

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    25 分
  • DIS 2025 ELEGNT: Expressive and Functional Movement Design for Non-anthropomorphic Robot
    2025/02/20

    Hu, Yuhan, Peide Huang, Mouli Sivapurapu, and Jian Zhang. "ELEGNT: Expressive and Functional Movement Design for Non-anthropomorphic Robot." arXiv preprint arXiv:2501.12493(2025).

    https://arxiv.org/abs/2501.12493

    Nonverbal behaviors such as posture, gestures, and gaze are essential for conveying internal states, both consciously and unconsciously, in human interaction. For robots to interact more naturally with humans, robot movement design should likewise integrate expressive qualities—such as intention, attention, and emotions—alongside traditional functional considerations like task fulfillment, spatial constraints, and time efficiency. In this paper, we present the design and prototyping of a lamp-like robot that explores the interplay between functional and expressive objectives in movement design. Using a research-through-design methodology, we document the hardware design process, define expressive movement primitives, and outline a set of interaction scenario storyboards. We propose a framework that incorporates both functional and expressive utilities during movement generation, and implement the robot behavior sequences in different function- and social-oriented tasks. Through a user study comparing expression-driven versus function-driven movements across six task scenarios, our findings indicate that expression-driven movements significantly enhance user engagement and perceived robot qualities. This effect is especially pronounced in social-oriented tasks.

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    12 分
  • ISMAR 2024 Do you read me? (E)motion Legibility of Virtual Reality Character Representations
    2025/02/07

    K. Brandstätter, B. J. Congdon and A. Steed, "Do you read me? (E)motion Legibility of Virtual Reality Character Representations," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 299-308, doi: 10.1109/ISMAR62088.2024.00044.

    We compared the body movements of five virtual reality (VR) avatar representations in a user study (N=53) to ascertain how well these representations could convey body motions associated with different emotions: one head-and-hands representation using only tracking data, one upper-body representation using inverse kinematics (IK), and three full-body representations using IK, motioncapture, and the state-of-the-art deep-learning model AGRoL. Participants’ emotion detection accuracies were similar for the IK and AGRoL representations, highest for the full-body motion-capture representation and lowest for the head-and-hands representation. Our findings suggest that from the perspective of emotion expressivity, connected upper-body parts that provide visual continuity improve clarity, and that current techniques for algorithmically animating the lower-body are ineffective. In particular, the deep-learning technique studied did not produce more expressive results, suggesting the need for training data specifically made for social VR applications.

    https://ieeexplore.ieee.org/document/10765392

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    11 分
  • A Conversation with Thad Starner on Mobile Sign Language Recognition
    2025/02/07

    The Oscar best picture winning movie CODA has helped introduce Deaf culture to many in the hearing community. The capital "D" in Deaf is used when referring to the Deaf culture, whereas small "d" deaf refers to the medical condition. In the Deaf community, sign language is used to communicate, and sign has a rich history in film, the arts, and education. Learning about the Deaf culture in the United States and the importance of American Sign Language in that culture has been key to choosing projects that are useful and usable for the Deaf.

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    15 分
  • ISMAR 2024 Whirling Interface: Hand-based Motion Matching Selection for Small Target on XR Displays
    2025/02/05

    J. Lee et al., "Whirling Interface: Hand-based Motion Matching Selection for Small Target on XR Displays," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 319-328, doi: 10.1109/ISMAR62088.2024.00046.

    We introduce “Whirling Interface,” a selection method for XR displays using bare-hand motion matching gestures as an input technique. We extend the motion matching input method, by introducing different input states to provide visual feedback and guidance to the users. Using the wrist joint as the primary input modality, our technique reduces user fatigue and improves performance while selecting small and distant targets. In a study with 16 participants, we compared the whirling interface with a standard ray casting method using hand gestures. The results demonstrate that the Whirling Interface consistently achieves high success rates, especially for distant targets, averaging 95.58% with a completion time of 5.58 seconds. Notably, it requires a smaller camera sensing field of view of only 21.45° horizontally and 24.7° vertically. Participants reported lower workloads on distant conditions and expressed a higher preference for the Whirling Interface in general. These findings suggest that the Whirling Interface could be a useful alternative input method for XR displays with a small camera sensing FOV or when interacting with small targets.

    https://ieeexplore.ieee.org/abstract/document/10765156

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    18 分
  • ISMAR 2024 Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents’ Awareness of User Physiological States
    2025/02/03

    Z. Chang et al., "Perceived Empathy in Mixed Reality: Assessing the Impact of Empathic Agents’ Awareness of User Physiological States," 2024 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), Bellevue, WA, USA, 2024, pp. 406-415, doi: 10.1109/ISMAR62088.2024.00055. https://doi.org/10.1109/ISMAR62088.2024.00055

    In human-agent interaction, establishing trust and a social bond with the agent is crucial to improving communication quality and performance in collaborative tasks. This paper investigates how a Mixed Reality Agent’s (MiRA) ability to acknowledge a user’s physiological state affects perceptions such as empathy, social connectedness, presence, and trust. In a within-subject study with 24 subjects, we varied the companion agent’s awareness during a mixed-reality first-person shooting game. Three agents provided feedback based on the users’ physiological states: (1) No Awareness Agent (NAA), which did not acknowledge the user’s physiological state; (2) Random Awareness Agent (RAA), offering feedback with varying accuracy; and (3) Accurate Awareness Agent (AAA), which provided consistently accurate feedback. Subjects reported higher scores on perceived empathy, social connectedness, presence, and trust with AAA compared to RAA and NAA. Interestingly, despite exceeding NAA in perception scores, RAA was the least favored as a companion. The findings and implications for the design of MiRA interfaces are discussed, along with the limitations of the study and directions for future work.

    https://ieeexplore.ieee.org/document/10765390

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    15 分
  • CSCW 2024: Situating Empathy in HCI/CSCW: A Scoping Review
    2024/12/02

    Uğur Genç and Himanshu Verma. 2024. Situating Empathy in HCI/CSCW: A Scoping Review. Proc. ACM Hum.-Comput. Interact. 8, CSCW2, Article 513 (November 2024), 37 pages. https://doi.org/10.1145/3687052

    Empathy is considered a crucial construct within HCI and CSCW, yet our understanding of this complex concept remains fragmented and lacks consensus in existing research. In this scoping review of 121 articles from the ACM Digital Library, we synthesize the diverse perspectives on empathy and scrutinize its current conceptualization and operationalization. In particular, we examine the various interpretations and definitions of empathy, its applications, and the methodologies, findings, and trends in the field. Our analysis reveals a lack of consensus on the definitions and theoretical underpinnings of empathy, with interpretations ranging from understanding the experiences of others to an affective response to the other's situation. We observed that despite the variety of methods used to gauge empathy, the predominant approach remains self-assessed instruments, highlighting the lack of novel and rigorously established and validated measures and methods to capture the multifaceted manifestations of empathy. Furthermore, our analysis shows that previous studies have used a variety of approaches to elicit empathy, such as experiential methods and situational awareness. These approaches have demonstrated that shared stressful experiences promote community support and relief, while situational awareness promotes empathy through increased helping behavior. Finally, we discuss a) the potential and drawbacks of leveraging empathy to shape interactions and guide design practices, b) the need to find a balance between the collective focus of empathy and the (existing and dominant) focus on the individual, and c) the careful testing of empathic designs and technologies with real-world applications.

    https://dl.acm.org/doi/10.1145/3687052

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    40 分