The Experts below are selected from a list of 22263 Experts worldwide ranked by ideXlab platform

Tomio Watanabe - One of the best experts on this subject based on the ideXlab platform.

  • a virtual audience system for enhancing Embodied Interaction based on conversational activity
    International Conference on Human Interface and Management of Information, 2011
    Co-Authors: Yoshihiro Sejima, Yutaka Ishii, Tomio Watanabe
    Abstract:

    In this paper, we propose a model for estimating conversational activity based on the analysis of enhanced Embodied Interaction, and develop a virtual audience system. The proposed model is applied to a speech-driven Embodied entrainment wall picture, which is a part of the virtual audience system, for promoting enhanced Embodied Interaction. This system generates activated movements based on the estimated value of conversational activity in enhanced Interaction and provides a communication environment wherein Embodied Interaction is promoted by the virtual audience. The effectiveness of the system was demonstrated by means of sensory evaluations and behavioral analysis of 20 pairs of subjects involved in avatar-mediated communication.

  • video content production support system with speech driven Embodied entrainment character by speech and hand motion inputs
    International Conference on Human-Computer Interaction, 2009
    Co-Authors: Michiya Yamamoto, Kouzi Osaki, Tomio Watanabe
    Abstract:

    InterActor is a speech-input-driven CG-Embodied Interaction character that can generate communicative movements and actions for entrained Interaction. InterPuppet, on the other hand, is an Embodied Interaction character that is driven by both speech input, like the InterActor, and hand motion input, like a puppet. In this study, we apply InterPuppet to video content production and construct a system to evaluate the content production. Self-evaluation of long-term (5-day) video content production demonstrates the effectiveness of the developed system.

  • effects of time lag of utterances to communicative actions on Embodied Interaction with robot and cg character
    International Journal of Human-computer Interaction, 2008
    Co-Authors: Michiya Yamamoto, Tomio Watanabe
    Abstract:

    The timing involved in generating communicative actions and utterances in a face-to-face greeting Interaction for application in robot–human and computer-generated (CG) character–human Interaction support systems is analyzed by synthesis. First, an analysis of human greeting clarifies the average pause and the average time delay in the utterance to a communicative action. Then, a synthesis-based analysis is performed by using an Embodied robot system. This analysis confirms that the variation in the pause and the lag in the utterance to communicative actions produce different communicative effects, for example, a lag of about 0.3 sec is desirable for a familiar greeting and a longer lag is appropriate for a polite greeting. In addition, the synthesis-based analysis performed on a CG character system confirms the timing control effects. These results demonstrate the importance of timing control in Embodied Interactions as well as the applicability of such Interactions in advanced communications with robots...

  • Development of an Embodied Interaction system with InterActor by speech and hand motion input
    ROMAN 2005. IEEE International Workshop on Robot and Human Interactive Communication 2005., 2005
    Co-Authors: Michiya Yamamoto, Tomio Watanabe, Kouzi Osaki
    Abstract:

    InterActor is a CG Embodied Interaction character driven by iRT which is the InterRobot Technology to make communicative motions and actions based on only speech input for entrained Interaction. In this paper, the concept of an Embodied entrainment character InterPuppet is proposed by using both iRT and hand motion input like a puppet, so that humans can communicate effectively by introducing intentional body actions as well as natural communicative motions and actions. Two prototypes of the system with data glove and that with mobile keyboard are developed for the new Embodied Interaction and communication. The sensory evaluation demonstrates that the proposed systems have great advantage for communication support compared with conventional systems. Some actual and extensive applications to human interface are also demonstrated.

  • timing control effects of utterance to communicative actions on Embodied Interaction with a robot
    Robot and Human Interactive Communication, 2004
    Co-Authors: Michiya Yamamoto, Tomio Watanabe
    Abstract:

    The timing to generate communicative actions and utterance in face-to-face greeting Interaction is analyzed by synthesis for applying to an Embodied Interaction support with a robot. First, the analysis of human greetings clarifies the pause and time delay of utterance to communicative actions. Then, the analysis by synthesis is performed by using an Embodied robot system and confirms that the variation of the pause and lags of utterance to communicative actions brings different communicative effects, i.e. about 0.3 sec lag is desirable for familiar greetings, and the longer lag is for polite greetings. These results demonstrate the importance of timing control in robot-human Embodied Interaction and the applicability in advanced robot-human communication.

Antti Nurminen - One of the best experts on this subject based on the ideXlab platform.

  • Embodied Interaction with a 3d versus 2d mobile map
    Ubiquitous Computing, 2009
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen
    Abstract:

    In comparison to 2D maps, 3D mobile maps involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps--rapid identification of objects and ego-centric alignment--worked poorly due reasons we discuss. However, with practice, some 3D users learned to shift to 2D-like strategies and could thereby improve performance. We conclude with a discussion of how representational differences in mobile maps affect strategies of Embodied Interaction.

  • Pers Ubiquit Comput DOI 10.1007/s00779-008-0209-0 ORIGINAL ARTICLE Embodied Interaction with a 3D versus 2D mobile map
    2007
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen, Æ Sara Estlander, S. Estl, Er A. Nurminen
    Abstract:

    involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps—rapid identification of objects and ego-centric alignment—worked poorly due reasons we discuss. However, with practice, some 3D users learned to Electronic supplementary material The online version of this article (doi:10.1007/s00779-008-0209-0) contains supplementary material, which is available to authorized users

Antti Oulasvirta - One of the best experts on this subject based on the ideXlab platform.

  • Embodied Interaction with a 3d versus 2d mobile map
    Ubiquitous Computing, 2009
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen
    Abstract:

    In comparison to 2D maps, 3D mobile maps involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps--rapid identification of objects and ego-centric alignment--worked poorly due reasons we discuss. However, with practice, some 3D users learned to shift to 2D-like strategies and could thereby improve performance. We conclude with a discussion of how representational differences in mobile maps affect strategies of Embodied Interaction.

  • Pers Ubiquit Comput DOI 10.1007/s00779-008-0209-0 ORIGINAL ARTICLE Embodied Interaction with a 3D versus 2D mobile map
    2007
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen, Æ Sara Estlander, S. Estl, Er A. Nurminen
    Abstract:

    involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps—rapid identification of objects and ego-centric alignment—worked poorly due reasons we discuss. However, with practice, some 3D users learned to Electronic supplementary material The online version of this article (doi:10.1007/s00779-008-0209-0) contains supplementary material, which is available to authorized users

Sara Estlander - One of the best experts on this subject based on the ideXlab platform.

  • Embodied Interaction with a 3d versus 2d mobile map
    Ubiquitous Computing, 2009
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen
    Abstract:

    In comparison to 2D maps, 3D mobile maps involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps--rapid identification of objects and ego-centric alignment--worked poorly due reasons we discuss. However, with practice, some 3D users learned to shift to 2D-like strategies and could thereby improve performance. We conclude with a discussion of how representational differences in mobile maps affect strategies of Embodied Interaction.

  • Pers Ubiquit Comput DOI 10.1007/s00779-008-0209-0 ORIGINAL ARTICLE Embodied Interaction with a 3D versus 2D mobile map
    2007
    Co-Authors: Antti Oulasvirta, Sara Estlander, Antti Nurminen, Æ Sara Estlander, S. Estl, Er A. Nurminen
    Abstract:

    involve volumetric instead of flat representation of space, realistic instead of symbolic representation of objects, more variable views that are directional and bound to a first-person perspective, more degrees of freedom in movement, and dynamically changing object details. We conducted a field experiment to understand the influence of these qualities on a mobile spatial task where buildings shown on the map were to be localized in the real world. The representational differences were reflected in how often users interact with the physical environment and in when they are more likely to physically turn and move the device, instead of using virtual commands. 2D maps direct users into using reliable and ubiquitous environmental cues like street names and crossings, and 2D better affords the use of pre-knowledge and bodily action to reduce cognitive workload. Both acclaimed virtues of 3D mobile maps—rapid identification of objects and ego-centric alignment—worked poorly due reasons we discuss. However, with practice, some 3D users learned to Electronic supplementary material The online version of this article (doi:10.1007/s00779-008-0209-0) contains supplementary material, which is available to authorized users

Alissa N Antle - One of the best experts on this subject based on the ideXlab platform.

  • introduction to the special issue on the theory and practice of Embodied Interaction in hci and Interaction design
    ACM Transactions on Computer-Human Interaction, 2013
    Co-Authors: Paul Marshall, Alissa N Antle, Elise Van Den Hoven, Yvonne Rogers
    Abstract:

    Theories of embodiment focus on how practical engagement and the structure of the body shape perception, experience, and cognition. They typically reject a view of human cognition as grounded in abstract information processing. The concept of Embodied Interaction is increasingly used in the design, analysis, and evaluation of Interactions with and around technology. However, many questions remain as to exactly what Embodied Interaction means and whether it can be considered a coherent program of research. The aim of this special issue is to critically explore different perspectives on Embodied Interaction in HCI and Interaction design research and practice and to focus on what theoretical traction they can provide.

  • research opportunities Embodied child computer Interaction
    International Journal of Child-Computer Interaction, 2013
    Co-Authors: Alissa N Antle
    Abstract:

    Abstract The child–computer-Interaction community has been increasingly influenced by an Interaction paradigm called Embodied Interaction. Embodied child–computer Interaction is grounded in theories of Embodied cognition that include a dynamic systems perspective on children’s development, different mechanisms for offloading cognition to the world, and inter-related theories about how movement informs learning and cognition. The last ten years have seen these perspectives on cognition rise in prevalence and acceptance in the cognitive science community. But what is Embodied child–computer Interaction? How does it change how we design interactive technologies for children? What are the gaps in knowledge that need to be addressed? In this paper, I provide a short introduction to Embodied cognition and Embodied child–computer Interaction, discuss several roles that theories can play in child–computer Interaction research, and identify three important groups of theories that have practical application in Interaction design. Each area is explained and illustrated with recent work from the field. Opportunities for future research are broadly identified. The main contribution of the paper is the framing and identification of three opportunities for research in Embodied child–computer Interaction, which I hope will set the stage for future research publications in this international journal of child–computer Interaction.

  • workshop on Embodied Interaction theory and practice in hci
    Human Factors in Computing Systems, 2011
    Co-Authors: Alissa N Antle, Paul Marshall, Elise Van Den Hoven
    Abstract:

    For over ten years researchers in human-computer Interaction (HCI) have explored an Embodied perspective that seeks to describe and explain the fundamental role played by the physical body in how we experience, interact with and understand computation in the world we live in. Recently, such a perspective has been used to discuss human actions and Interactions with a range of computational applications including tangibles, mobiles, wearables, tabletops and interactive environments. This workshop aims to enable participants to critically explore the different approaches to incorporating an Embodied perspective in HCI research, and to develop a shared set of understandings and identification of differences, similarities and synergies between our research approaches.

  • human computer intuition exploring the cognitive basis for intuition in Embodied Interaction
    International Journal of Arts and Technology, 2009
    Co-Authors: Alissa N Antle, Greg Corness, Milena Droumeva
    Abstract:

    One of the claimed benefits of Embodied Interaction is that it is an intuitive form of human-computer Interaction. While this claim seems to be widely accepted, few studies explore the underlying cognitive mechanisms of intuition in the context of tangible and embedded Interaction design. What is intuitive Interaction? What makes an interface intuitive to use? We explore these questions in the context of a responsive auditory environment. We propose that intuitive Interaction can be facilitated by instantiating an Embodied metaphor in the mapping layer between movement-based input actions and auditory system responses. We search for evidence of benefit through a comparative study of the same responsive auditory environment implemented with and without an Embodied metaphor in the Interactional mapping layer. Qualitative findings about the complexities and limitations of designing intuitive Interaction are summarised and the implications for the design of Embodied Interaction discussed.

  • what the body knows exploring the benefits of Embodied metaphors in hybrid physical digital environments
    Interacting with Computers, 2009
    Co-Authors: Alissa N Antle, Greg Corness, Milena Droumeva
    Abstract:

    A recent trend in ubiquitous computing is the development of new forms of interfaces, which rely on Embodied Interaction. We focus on the definition of embodiment that refers to the ways in which abstract concepts rely on metaphorical extensions of Embodied schemata shaped by processes below the level of conscious awareness as explored by Lakoff and Johnson [Lakoff, G., Johnson, M., 1980. Metaphors We Live By. Chicago Press, Chicago, IL, USA]. Our inquiry focuses on understanding the role Embodied metaphors may play in supporting people to understand the possibilities for physical Interaction in augmented spaces. We explore this issue through the development and evaluation of an interactive audio environment. We instantiate metaphor theory by using Embodied schemata as the basis for the Interactional metaphor that relates full-body input actions to audio output responses. We demonstrate and explore the benefits of this approach through a comparative experiment in which adults and children learn to use our audio environment. The results from our experiment indicated that Embodied metaphors improve usability however, other factors including discoverability, perceivability of feedback and duplicity of structural isomorphism may mediate these metaphor-based benefits. We have generalized our main findings as a set of suggestions for the design of Embodied style interfaces that rely on physical Interaction.