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1.
Sleep Breath ; 28(1): 429-439, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-37428349

RESUMO

PURPOSE: To examine whether or not breathing relaxation, using a huggable human-shaped device, improves poor sleep quality in adults. METHODS: We conducted a randomized controlled trial using outpatients with sleep problems from two clinics in Japan. The intervention group conducted three minutes of breathing relaxation using a huggable human-shaped device before going to bed every night for four weeks. Sleep quality was assessed using the Pittsburgh Sleep Quality Index (PSQI), at pre-intervention, mid-intervention (2 weeks after pre-intervention), and post-intervention (4 weeks after pre-intervention). We employed intention-to-treat analysis. RESULTS: A total of 68 participants (mean [SD] age, 41.7 [11.4] years; 64 female [95%]) were randomly assigned to the intervention group (n = 29, mean [SD] age, 43.6 [9.5] years; 28 female [97%]) and the control group (n = 36, mean [SD] age, 40.3 [12.7] years; 36 female [95%]). The intervention group showed a significant decrease in the PSQI score compared to the control group (F = 3.81, p = 0.025, effect size (η2) = 0.057). Furthermore, we found the intervention to be more effective in participants without suicide risk and with a lower number of adverse childhood experiences (effect size (η2) = 0.080 and 0.160, respectively). CONCLUSIONS: A novel psychological intervention, breathing relaxation using a huggable human-shaped device, may be effective to improve sleep quality among people with sleep problems, especially those without severe psychological symptoms. TRIAL REGISTRATION: UMIN000045262. (Registration Date: September 28th, 2021).


Assuntos
Distúrbios do Início e da Manutenção do Sono , Qualidade do Sono , Adulto , Humanos , Feminino , Sono , Respiração , Japão
2.
Sensors (Basel) ; 20(11)2020 May 27.
Artigo em Inglês | MEDLINE | ID: mdl-32471082

RESUMO

Touch plays a crucial role in humans' nonverbal social and affective communication. It then comes as no surprise to observe a considerable effort that has been placed on devising methodologies for automated touch classification. For instance, such an ability allows for the use of smart touch sensors in such real-life application domains as socially-assistive robots and embodied telecommunication. In fact, touch classification literature represents an undeniably progressive result. However, these results are limited in two important ways. First, they are mostly based on overall (i.e., average) accuracy of different classifiers. As a result, they fall short in providing an insight on performance of these approaches as per different types of touch. Second, they do not consider the same type of touch with different level of strength (e.g., gentle versus strong touch). This is certainly an important factor that deserves investigating since the intensity of a touch can utterly transform its meaning (e.g., from an affectionate gesture to a sign of punishment). The current study provides a preliminary investigation of these shortcomings by considering the accuracy of a number of classifiers for both, within- (i.e., same type of touch with differing strengths) and between-touch (i.e., different types of touch) classifications. Our results help verify the strength and shortcoming of different machine learning algorithms for touch classification. They also highlight some of the challenges whose solution concepts can pave the path for integration of touch sensors in such application domains as human-robot interaction (HRI).


Assuntos
Aprendizado de Máquina , Percepção do Tato , Tato , Algoritmos , Gestos , Humanos
3.
PeerJ Comput Sci ; 10: e1926, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38660207

RESUMO

Recent advancements in tele-operated avatars, both on-screen and robotic, have expanded opportunities for human interaction that exceed spatial and physical limitations. While numerous studies have enhanced operator control and improved the impression left on remote users, one area remains underexplored: the experience of operators during touch interactions between an avatar and a remote interlocutor. Touch interactions have become commonplace with avatars, especially those displayed on or integrated with touchscreen interfaces. Although the need for avatars to exhibit human-like touch responses has been recognized as beneficial for maintaining positive impressions on remote users, the sensations and experiences of the operators behind these avatars during such interactions remain largely uninvestigated. This study examines the sensations felt by an operator when their tele-operated avatar is touched remotely. Our findings reveal that operators can perceive a sensation of discomfort when their on-screen avatar is touched. This feeling is intensified when the touch is visualized and the avatar reacts to it. Although these autonomous responses may enhance the human-like perceptions of remote users, they might also lead to operator discomfort. This situation underscores the importance of designing avatars that address the experiences of both remote users and operators. We address this issue by proposing a tele-operated avatar system that minimizes unwarranted touch interactions from unfamiliar interlocutors based on social intimacy.

4.
PLoS One ; 18(10): e0290433, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37851629

RESUMO

Kawaii, which is a Japanese word that means cute, lovely, and adorable, is an essential factor in promoting positive emotions in people. The characteristics of a target's appearance that induce such feelings of kawaii have been thoroughly investigated around the notion of Konrad Lorenz's famous baby schema. Such knowledge has been exploited to design the appearance of commercial products to increase their social acceptance and commercial appeal. However, the effects of the number of targets and showing their mutual relationships (like friendship) have not been investigated in the context of kawaii. Therefore, in this study, we conducted three web-based experiments and focused on how such factors contribute to feelings of kawaii toward social robots. In Experiment 1, the feelings of kawaii toward static images of targets were compared when they appeared alone or with another target: persons (twin boys/girls), non-human objects (cherries), and social robots. The results showed that the feeling of kawaii was stronger for two targets that displayed a mutual relationship (e.g., looking at each other and/or making physical contact) than for one target alone and for two-independent targets. In Experiment 2, these findings were replicated using video clips of robots. Two-related targets were rated as more kawaii than two-independent targets or a single target. These two experiments consistently show the advantage of multiple robots that display their mutual relationship for enhancing the viewer's feeling of kawaii. Experiment 3 examined the effect of the number of robots (from one to ten) and found that two robots induced the strongest feeling of kawaii. These results indicate that not only the physical characteristics of a target itself but also the number of targets and their perceived relationships affect feelings of kawaii.


Assuntos
Robótica , Humanos , Robótica/métodos , Interação Social , Emoções , Amigos , Exame Físico
5.
Front Psychol ; 14: 1195059, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37546466

RESUMO

Virtual reality (VR) environments are increasingly popular for various applications, and the appearance of virtual characters is a critical factor that influences user behaviors. In this study, we aimed to investigate the impact of avatar and agent appearances on pre-touch proxemics in VR. To achieve this goal, we designed experiments utilizing three user avatars (man/woman/robot) and three virtual agents (man/woman/robot). Specifically, we measured the pre-touch reaction distances to the face and body, which are the distances at which a person starts to feel uncomfortable before being touched. We examined how these distances varied based on the appearances of avatars, agents, and user gender. Our results revealed that the appearance of avatars and agents significantly impacted pre-touch reaction distances. Specifically, those using a female avatar tended to maintain larger distances before their face and body to be touched, and people also preferred greater distances before being touched by a robot agent. Interestingly, we observed no effects of user gender on pre-touch reaction distances. These findings have implications for the design and implementation of VR systems, as they suggest that avatar and agent appearances play a significant role in shaping users' perceptions of pre-touch proxemics. Our study highlights the importance of considering these factors when creating immersive and socially acceptable VR experiences.

6.
PLoS One ; 18(2): e0281604, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36812194

RESUMO

Although the capabilities of service robots are increasing, avoiding any mistakes is difficult. Therefore, strategies for mitigating mistakes, such as apology behavior designs, are essential for service robots. Past studies reported that costly apology is perceived as more sincere than non-costly ones and more acceptable. To increase the apology cost in robot service situations, we thought that using multiple robots would increase the perceived costs in the of financial, physical, and time costs. Therefore, we focused on the number of robots who apologize for their mistakes as well as their individual, specific roles and behaviors during such apologies. We investigated the differences in perceived impressions toward apologies from two robots (the main robot that makes a mistake and apologizes and a sub-robot that also apologizes) and an apology from just one robot (only the main robot) through a web survey with 168 valid participants. The experiment results showed that the participants significantly preferred and positively evaluated apologies from two robots more than one robot in the context of forgiveness, negative word-of-mouth, trust, and intention to use. We also conducted another web survey with 430 valid participants to investigate the effects of different roles for the sub-robot: apologize-only, cleaning-up-only, and both actions. The experimental results showed that the participants significantly preferred and positively evaluated both actions in the context of forgiveness and reliable/competent perspectives.


Assuntos
Perdão , Robótica , Humanos , Comportamento Social , Confiança , Atitude
7.
Front Psychol ; 14: 1129677, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36949918

RESUMO

Background: Reaction behaviors by human-looking agents to nonverbal communication cues significantly affect how they are perceived as well as how they directly affect interactions. Some studies have evaluated such reactions toward several interactions, although few approached before-touch situations and how the agent's reaction is perceived. Specifically, it has not been considered how pre-touch reactions impact the interaction, the influence of gaze behavior in a before-touch situation context and how it can condition the participant's perception and preferences in the interaction. The present study investigated the factors that define pre-touch reactions in a humanoid avatar in a virtual reality environment and how they influence people's perceptions of the avatars. Methods: We performed two experiments to assess the differences between approaches from inside and outside the field of view (FoV) and implemented four different gaze behaviors: face-looking, hand-looking, face-then-hand looking and hand-then-face looking behaviors. We also evaluated the participants' preferences based on the perceived human-likeness, naturalness, and likeability. In Experiment 1, we evaluated the number of steps in gaze behavior, the order of the gaze-steps and the gender; Experiment 2 evaluated the number and order of the gaze-steps. Results: A two-step gaze behavior was perceived as more human and more natural from both inside and outside the field of view and that a face-first looking behavior when defining only a one-step gaze movement was preferable to hand-first looking behavior from inside the field of view. Regarding the location from where the approach was performed, our results show that a relatively complex gaze movement, including a face-looking behavior, is fundamental for improving the perceptions of agents in before-touch situations. Discussion: The inclusion of gaze behavior as part of a possible touch interaction is helpful for developing more responsive avatars and gives another communication channel for increasing the immersion and enhance the experience in Virtual Reality environments, extending the frontiers of haptic interaction and complementing the already studied nonverbal communication cues.

8.
PLoS One ; 17(12): e0279717, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36576927

RESUMO

This study investigated whether the coughing behaviors of virtual agents encourage infection avoidance behavior, i.e., distancing behaviors. We hypothesized that the changes in people's lifestyles in physical environments due to COVID-19 probably influence their behaviors, even in virtual environments where no infection risk is present. We focused on different types of virtual agents because non-human agents, such as robot-like agents, cannot spread a virus by coughing. We prepared four kinds of virtual agents (human-like/robot-like and male/female) and coughing behaviors for them and experimentally measured the personal distance maintained by participants toward them. Our experiment results showed that participants chose a greater distance from coughing agents, regardless of the types, and negatively evaluated them. They also chose a greater distance from male agents than from female agents.


Assuntos
COVID-19 , Humanos , Masculino , Feminino , Meio Ambiente , Aprendizagem da Esquiva
9.
PLoS One ; 17(3): e0264736, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35324906

RESUMO

We investigated how a presenter's touching behaviors of an object during its explanation affect the observer's perceived feelings of kawaii, a Japanese word that means "cute," toward the object and the presenter. We conducted a face-to-face experiment with a robot presenter as well as a web survey experiment with both robot and human presenters. Based on the phenomenon that people more firmly touch an object when their perceived kawaii feeling is overwhelmingly strong, we investigated the effects of touching behavior with emphasized styles. First, we conducted a face-to-face experiment with a robot presenter where participants observed their presentations about an object to explain its characteristics. The results showed that participants who observed the robot's touch behaviors perceived the object to be more kawaii and thought that the robot also felt the object was more kawaii. On the other hand, the results did not effectively show any increase in the participant's feelings of kawaii toward the robot or the emphasized touch style. Based on these results, we next conducted a web survey experiment to investigate whether such knowledge about touching effects is applicable for human presenters. The results resembled those obtained when the presenter was a robot, i.e., viewing a touch behavior increased both the presenter's perceived feelings of kawaii toward the object and the participant's feelings of kawaii toward it. These results suggest that viewing the touch behaviors of others influenced the perceived emotional feelings toward both presenters and objects.


Assuntos
Percepção do Tato , Tato , Emoções , Humanos , Exame Físico
10.
Front Robot AI ; 8: 633378, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34222346

RESUMO

We introduce a minimal design approach to manufacture an infant-like robot for interactive doll therapy that provides emotional interactions for older people with dementia. Our approach stimulates their imaginations and then facilitates positive engagement with the robot by just expressing the most basic elements of humanlike features. Based on this approach, we developed HIRO, a baby-sized robot with an abstract body representation and no facial features. The recorded voice of a real human infant emitted by robots enhances the robot's human-likeness and facilitates positive interaction between older adults and the robot. Although we did not find any significant difference between HIRO and an infant-like robot with a smiling face, a field study showed that HIRO was accepted by older adults with dementia and facilitated positive interaction by stimulating their imagination. We also discuss the importance of a minimal design approach in elderly care during post-COVID-19 world.

11.
Front Robot AI ; 8: 650906, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34150858

RESUMO

Due to cognitive and socio-emotional decline and mental diseases, senior citizens, especially people with dementia (PwD), struggle to interact smoothly with their caregivers. Therefore, various care techniques have been proposed to develop good relationships with seniors. Among them, Humanitude is one promising technique that provides caregivers with useful interaction skills to improve their relationships with PwD, from four perspectives: face-to-face interaction, verbal communication, touch interaction, and helping care receivers stand up (physical interaction). Regardless of advances in elderly care techniques, since current social robots interact with seniors in the same manner as they do with younger adults, they lack several important functions. For example, Humanitude emphasizes the importance of interaction at a relatively intimate distance to facilitate communication with seniors. Unfortunately, few studies have developed an interaction model for clinical care communication. In this paper, we discuss the current challenges to develop a social robot that can smoothly interact with PwDs and overview the interaction skills used in Humanitude as well as the existing technologies.

12.
Front Robot AI ; 8: 755150, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34722641

RESUMO

In this study, we implemented a model with which a robot expressed such complex emotions as heartwarming (e.g., happy and sad) or horror (fear and surprise) by its touches and experimentally investigated the effectiveness of the modeled touch behaviors. Robots that can express emotions through touching behaviors increase their interaction capabilities with humans. Although past studies achieved ways to express emotions through a robot's touch, such studies focused on expressing such basic emotions as happiness and sadness and downplayed these complex emotions. Such studies only proposed a model that expresses these emotions by touch behaviors without evaluations. Therefore, we conducted the experiment to evaluate the model with participants. In the experiment, they evaluated the perceived emotions and empathies from a robot's touch while they watched a video stimulus with the robot. Our results showed that the touch timing before the climax received higher evaluations than touch timing after for both the scary and heartwarming videos.

13.
Front Syst Neurosci ; 15: 650528, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34177474

RESUMO

The perception of putative pheromones or social odors (PPSO) in humans is a widely debated topic because the published results seem ambiguous. Our research aimed to evaluate how cross-modal processing of PPSO and gender voice can affect the behavioral and psychophysiological states of the subject during a listening task with a bodily contact medium, and how these effects could be gender related. Before the experimental session, three embodied media, were exposed to volatilized estratetraenol (Estr), 5α-androst-16-en-3 α-ol (Andr), and Vaseline oil. The experimental session consisted in listening to a story that were transmitted, with a male or female voice, by the communicative medium via a Bluetooth system during a listening task, recorded through 64-active channel electroencephalography (EEG). The sense of co-presence and social presence, elicited by the medium, showed how the established relationship with the medium was gender dependent and modulated by the PPSO. In particular, Andr induced greater responses related to co-presence. The gender of the participants was related to the co-presence desire, where women imagined higher medium co-presence than men. EEG findings seemed to be more responsive to the PPSO-gender voice interaction, than behavioral results. The mismatch between female PPSO and male voice elicited the greatest cortical flow of information. In the case of the Andr-male voice condition, the trained model appeared to assign more relevance to the flow of information to the right frontotemporal regions (involved in odor recognition memory and social behavior). The Estr-male voice condition showed activation of the bilateral frontoparietal network, which is linked to cognitive control, cognitive flexibility, and auditory consciousness. The model appears to distinguish the dissonance condition linked to Andr matched with a female voice: it highlights a flow of information to the right occipital lobe and to the frontal pole. The PPSO could influence the co-presence judgements and EEG response. The results seem suggest that could be an implicit pattern linked to PPSO-related gender differences and gender voice.

14.
PLoS One ; 15(11): e0240622, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33147230

RESUMO

Social rewards as praise from others enhance offline improvements in human motor skills. Does praise from artificial beings, e.g., computer-graphics-based agents (displayed agents) and robots (collocated agents), also enhance offline improvements in motor skills as effectively as praise from humans? This paper answers this question via two subsequent days' experiment. We investigated the effect of the number of agents and their sense of presence toward offline improvement in motor skills because they are essential factors to change social effects and people's behaviors in human-agent and human-robot interaction. Our 96 participants performed a finger-tapping task. Our results showed that those who received praise from two agents showed significantly better offline motor skill improvement than people who were praised by just one agent and those who received no praise. However, we identified no significant effects related to the sense of presence.


Assuntos
Aprendizagem/fisiologia , Destreza Motora/fisiologia , Desempenho Psicomotor/fisiologia , Recompensa , Comportamento Social , Algoritmos , Feminino , Humanos , Masculino , Adulto Jovem
15.
PLoS One ; 15(4): e0230853, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32271781

RESUMO

Variation of information in the firing rate of neural population, as reflected in different frequency bands of electroencephalographic (EEG) time series, provides direct evidence for change in neural responses of the brain to hypnotic suggestibility. However, realization of an effective biomarker for spiking behaviour of neural population proves to be an elusive subject matter with its impact evident in highly contrasting results in the literature. In this article, we took an information-theoretic stance on analysis of the EEG time series of the brain activity during hypnotic suggestions, thereby capturing the variability in pattern of brain neural activity in terms of its information content. For this purpose, we utilized differential entropy (DE, i.e., the average information content in a continuous time series) of theta, alpha, and beta frequency bands of fourteen-channel EEG time series recordings that pertain to the brain neural responses of twelve carefully selected high and low hypnotically suggestible individuals. Our results show that the higher hypnotic suggestibility is associated with a significantly lower variability in information content of theta, alpha, and beta frequencies. Moreover, they indicate that such a lower variability is accompanied by a significantly higher functional connectivity (FC, a measure of spatiotemporal synchronization) in the parietal and the parieto-occipital regions in the case of theta and alpha frequency bands and a non-significantly lower FC in the central region's beta frequency band. Our results contribute to the field in two ways. First, they identify the applicability of DE as a unifying measure to reproduce the similar observations that are separately reported through adaptation of different hypnotic biomarkers in the literature. Second, they extend these previous findings that were based on neutral hypnosis (i.e., a hypnotic procedure that involves no specific suggestions other than those for becoming hypnotized) to the case of hypnotic suggestions, thereby identifying their presence as a potential signature of hypnotic experience.


Assuntos
Encéfalo/fisiologia , Eletroencefalografia , Hipnose , Processamento de Sinais Assistido por Computador , Adulto , Entropia , Feminino , Humanos , Masculino
16.
Brain Sci ; 10(1)2019 Dec 21.
Artigo em Inglês | MEDLINE | ID: mdl-31877694

RESUMO

Over the past few decades, the quest for discovering the brain substrates of the affect to understand the underlying neural basis of the human's emotions has resulted in substantial and yet contrasting results. Whereas some point at distinct and independent brain systems for the Positive and Negative affects, others propose the presence of flexible brain regions. In this respect, there are two factors that are common among these previous studies. First, they all focused on the change in brain activation, thereby neglecting the findings that indicate that the stimuli with equivalent sensory and behavioral processing demands may not necessarily result in differential brain activation. Second, they did not take into consideration the brain regional interactivity and the findings that identify that the signals from individual cortical neurons are shared across multiple areas and thus concurrently contribute to multiple functional pathways. To address these limitations, we performed Granger causal analysis on the electroencephalography (EEG) recordings of the human subjects who watched movie clips that elicited Negative, Neutral, and Positive affects. This allowed us to look beyond the brain regional activation in isolation to investigate whether the brain regional interactivity can provide further insights for understanding the neural substrates of the affect. Our results indicated that the differential affect states emerged from subtle variation in information flow of the brain cortical regions that were in both hemispheres. They also showed that these regions that were rather common between affect states than distinct to a specific affect were characterized with both short- as well as long-range information flow. This provided evidence for the presence of simultaneous integration and differentiation in the brain functioning that leads to the emergence of different affects. These results are in line with the findings on the presence of intrinsic large-scale interacting brain networks that underlie the production of psychological events. These findings can help advance our understanding of the neural basis of the human's emotions by identifying the signatures of differential affect in subtle variation that occurs in the whole-brain cortical flow of information.

17.
Sci Rep ; 9(1): 11924, 2019 08 15.
Artigo em Inglês | MEDLINE | ID: mdl-31417172

RESUMO

Social and cognitive psychology provide a rich map of our personality landscape. What appears to be unexplored is the correspondence between these findings and our behavioural responses during day-to-day life interaction. In this article, we utilize cluster analysis to show that the individuals' facial pre-touch space can be divided into three well-defined subspaces and that within the first two immediate clusters around the face area such distance information significantly correlate with their openness in the five-factor model (FFM). In these two clusters, we also identify that the individuals' facial pre-touch space can predict their level of openness that are further categorized into six distinct levels with a highly above chance accuracy. Our results suggest that such personality factors as openness are not only reflected in individuals' behavioural responses but also these responses allow for a fine-grained categorization of individuals' personality.


Assuntos
Percepção Espacial/fisiologia , Tato/fisiologia , Algoritmos , Simulação por Computador , Intervalos de Confiança , Face , Feminino , Humanos , Masculino , Estatísticas não Paramétricas , Adulto Jovem
18.
Sci Rep ; 9(1): 17959, 2019 11 29.
Artigo em Inglês | MEDLINE | ID: mdl-31784577

RESUMO

The ability to realize the individuals' impressions during the verbal communication allows social robots to significantly facilitate their social interactions in such areas as child education and elderly care. However, such impressions are highly subjective and internalized and therefore cannot be easily comprehended through behavioural observations. Although brain-machine interface suggests the utility of the brain information in human-robot interaction, previous studies did not consider its potential for estimating the internal impressions during verbal communication. In this article, we introduce a novel approach to estimation of the individuals' perceived difficulty of stories using the quantified information content of their prefrontal cortex activity. We demonstrate the robustness of our approach by showing its comparable performance in face-to-face, humanoid, speaker, and video-chat settings. Our results contribute to the field of socially assistive robotics by taking a step toward enabling robots determine their human companions' perceived difficulty of conversations, thereby enabling these media to sustain their communication with humans by adapting to individuals' pace and interest in response to conversational nuances and complexity.


Assuntos
Narração , Córtex Pré-Frontal/fisiologia , Robótica , Cognição , Feminino , Humanos , Relações Interpessoais , Masculino , Robótica/métodos
20.
PLoS One ; 10(5): e0128031, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-25993038

RESUMO

We developed a wheelchair robot to support the movement of elderly people and specifically implemented two functions to enhance their intention to use it: speaking behavior to convey place/location related information and speed adjustment based on individual preferences. Our study examines how the evaluations of our wheelchair robot differ when compared with human caregivers and a conventional autonomous wheelchair without the two proposed functions in a moving support context. 28 senior citizens participated in the experiment to evaluate three different conditions. Our measurements consisted of questionnaire items and the coding of free-style interview results. Our experimental results revealed that elderly people evaluated our wheelchair robot higher than the wheelchair without the two functions and the human caregivers for some items.


Assuntos
Robótica , Comportamento Social , Cadeiras de Rodas , Idoso , Feminino , Humanos , Japão , Masculino , Reprodutibilidade dos Testes , Inquéritos e Questionários
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