VLDB 2026 Research / reviewers in the wild / expert
Takanori Komatsu
dblp:37/1473
· DBLP profile ↗
60ranked-venue papers
39as first author
9since 2021 · last 2026
0000-0003-1828-2993ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 36 · 27 first-author · 7 since 2021Artificial intelligence and machine learning · 35 · 24 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 14 · 10 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-authorSystems, architecture and hardware · 1Computer networks · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Effects of Progress Bar Thickness on Users' Perception of Waiting TimeabstractWe investigated whether participants’ perception of waiting time would be affected by progress-bar thickness. Specifically, we prepared nine progress bars with different thicknesses (i.e., heights of 2, 5, 10, 25, 50, 100, 150, 200, and 400 [px]) with the length fixed at 400 [px] and the duration fixed at 5.0 [s]. As a result, at heights below 25 [px], the thinner the bar, the shorter the waiting time was perceived to be, and at heights of 50 [px] or more, there were no significant differences in the participants’ perception of waiting time. Narumi Sugawara, Takanori Komatsu, Shota Yamanaka |
AVI | 2 |
| 2025 | Understanding Humans' Perception of Robots by Means of "Paul A. Weiss' Thought Experiment"abstractWe explored extracting users' true latent and implicit perceptions of robots by means of “Paul A. Weiss' Thought Experiment,” which considers the relationship between the elements, organization, and function of an object. We focused on three target objects appearing in a story: “computer;” “human being;” and “robot.” Participants were asked to answer the question “What was ‘lost’ as a result of the target object being homogenized/pulverized?” The results of a correspondence analysis on the answers for the three objects clarified the participants' ambiguous and contradictory perceptions of robots, that is, “robots are neither humans nor computers” but “robots are somehow similar to humans and computers.” Takanori Komatsu, Karen Shirai |
HRI | 1 |
| 2025 | In-Vitro and In-Vivo Experiments Can Lead to Opposite Conclusions: A Consideration from a Series of Experiments on the Relationship Between Throbber Rotation Speed and Perceived Waiting TimeabstractHuman-computer interaction studies evaluate the effectiveness of the user interface (UI) elements using either in-vitro as controlled situation or in-vivo experiments in realistic situation. Although both methods are used for comprehending complementary and multifaceted insights into the target in biology, most HCI studies usually corroborate in-vitro results with in-vivo ones. In this paper, we reported a concrete example that the results of in-vitro and in-vivo experiments were different and it was only achieved by conducting both experiments that these reasons of these discrepancies were captured. Specifically, we focused on a throbber as a target UI element and investigated how the different attributes of throbbers affect the users’ waiting time perception. The results of four in-vitro experiments showed that the throbber with slower rotational velocities was significantly perceived as being shorter. However, the results of three in-vivo experiments showed that the experimental sites displaying slower throbbers during the waiting time were significantly perceived as being longer. In fact, we could figure out that such discrepancy would be caused by users’ everyday interpretations like “A slower throbber means the network speed is slow” that could not be assumed in in-vitro experiments. We believe that even a seemingly negative result, such as different results obtained in-vitro and in-vivo studies, can deepen the knowledge of the target UI elements. We then strongly argue that a complementary comparison of the UI elements with the findings in in-vitro and in-vivo is very important for HCI researchers. Takanori Komatsu, Shota Yamanaka, Hiroto Oshima, Kengo Hayashi |
Int. J. Hum. Comput. Interact. | 1 |
| 2024 | Waiting Time Perceptions for Faster Count-downs/ups Are More Sensitive Than Slower Ones: Experimental Investigation and Its ApplicationabstractCountdowns and count-ups are very useful displays that explicitly show how long users should wait and also show the current processing states of a given task. Most countdowns or count-ups decrease or increase their digit every one second exactly, and most users have an implicit assumption that the digit changes every one second exactly. However, there are no studies that investigate how users perceive wait times with these countdowns and count-ups and that consider changing users’ perception of time passing as shorter than the actual passage of time by means of countdowns and count-ups while taking into account such user assumptions. To clarify these issues, we first investigated how users perceive countdowns “from 3/5/10 to 0” and count-ups “from 0 to 3/5/10” that have different lengths of intervals from 800 to 1200 msec (Experiment 1). Next, on the basis of the results of Experiment 1, we explored a novel method for presenting countdowns to make users perceive the wait time as being shorter than the actual wait time (Experiment 2) and investigated whether such countdowns can be used in realistic applications or not (Experiment 3). As a result, we found that countdowns and count-ups that were “from 250 msec shorter to 10% longer” than 3, 5, or 10 sec were perceived as 3, 5, or 10 sec, respectively, and those “from 5 to 0” (their lengths were 5 sec) that first displayed extremely shorter intervals were perceived as being shorter than their actual length (5 sec). Finally, we confirmed the applicability and effectiveness of such displays in a realistic application. Thus, we strongly argue that these findings could become indispensable knowledge for researchers in this research field to reduce users’ cognitive load during wait times. Takanori Komatsu, Seiji Yamada |
CHI | 1 |
| 2024 | Ah-Aloud Method to Comprehend Time-Series Emotion Observation During Gameplay: An Initial Investigation with Japanese SpeakersabstractEmotional dimensions significantly impact user experience (UX) and are essential in assessing interactions in entertainment systems. However, relying solely on subjective post-event indicators fails to capture dynamic emotional changes during the system experience. Kawashima and Watanabe introduced the "ah-aloud" method, enabling real-time emotion observation by having participants vocalize "ah" during system experiences. However, this method remains conceptual and preliminary, lacking in specific experimental procedures, analysis methods, and utilization guidelines. Our study delineates the requirements for practical "ah-aloud" application and validates its potential for game experience assessment. Consequently, the "ah-aloud" method demonstrates the potential for observing time-series emotional changes during gameplay. Based on these findings, we deliberated its utility for system evaluation and reliability as an evaluation experiment. Takeru Yamagishi, Yuki Yasunaka, Eri Takayama, Takashi Nomaru, Takanori Komatsu, Keita Watanabe |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2022 | DoReMi Steering Wheel: Proposal for a Driving Assist System with Sound Display Depending on the Rotation Angle of Steering WheelabstractIt is difficult for novice drivers to improve their driving skills by themselves. One of the difficulties for novice drivers is the technique for driving on curves, such as the timing and amount of steering. Therefore, in this study, we propose a method to sensitively estimate the amount and timing of steering by using a sine wave of a musical scale corresponding to the steering angle. We called this method the “DoReMi Steering Wheel.” We also implemented a prototype system on a driving simulator and conducted experiments to check the usefulness of our system. The results showed no significant difference in the number of steering corrections between the DoReMi Steering Wheel and the standard steering wheel. Still, there was a significant difference in the subjective evaluation of the ease of driving on curves, suggesting that the DoReMi Steering Wheel may support driving. Sayuri Matsuda, Yuki Nakagawa, Yukina Funazaki, Naoto Matsuyama, Satoshi Nakamura 0002, Takanori Komatsu, Takeshi Torii, Ryuichi Sumikawa, Hideyuki Takao |
KES | 6 |
| 2022 | DoReMi Steering Wheel: Proposal for a Driving Assist System with Sound Display Depending on the Rotation Angle of Steering WheelabstractIt is difficult for novice drivers to improve their driving skills by themselves. One of the difficulties for novice drivers is the technique for driving on curves, such as the timing and amount of steering. Therefore, in this study, we propose a method to sensitively estimate the amount and timing of steering by using a sine wave of a musical scale corresponding to the steering angle. We called this method the “DoReMi Steering Wheel.” We also implemented a prototype system on a driving simulator and conducted experiments to check the usefulness of our system. The results showed no significant difference in the number of steering corrections between the DoReMi Steering Wheel and the standard steering wheel. Still, there was a significant difference in the subjective evaluation of the ease of driving on curves, suggesting that the DoReMi Steering Wheel may support driving. Sayuri Matsuda, Yuki Nakagawa, Yukina Funazaki, Naoto Matsuyama, Satoshi Nakamura 0002, Takanori Komatsu, Takeshi Torii, Ryuichi Sumikawa, Hideyuki Takao |
KES | 6 |
| 2021 | Blaming the Reluctant Robot: Parallel Blame Judgments for Robots in Moral Dilemmas across U.S. and JapanabstractPrevious work has shown that people provide different moral judgments of robots and humans in the case of moral dilemmas. In particular, robots are blamed more when they fail to intervene in a situation in which they can save multiple lives but must sacrifice one person's life. Previous studies were all conducted with U.S. participants; the present two experiments provide a careful comparison of moral judgments among Japanese and U.S. participants. The experiments assess multiple ways in which cross-cultural differences in moral evaluations may emerge: in the willingness to treat robots as moral agents; the norms that are imposed on robots' behaviors; and the degree of blame that accrues to them when they violate the imposed norms. Even though Japanese and U.S. participants differ to some extent in their treatment of robots as moral agents and in the particular norms they impose on them, the two cultures show parallel patterns of greater blame for robots who fail to intervene in moral dilemmas. Takanori Komatsu, Bertram F. Malle, Matthias Scheutz |
HRI | 1 |
| 2021 | Time-Penalty Impact on Effective Index of Difficulty and Throughputs in Pointing Tasks
Shota Yamanaka, Keisuke Yokota, Takanori Komatsu |
INTERACT (4) | 3 |
| 2020 | Exploring Auditory Information to Change Users' Perception of Time Passing as ShorterabstractAlthough the processing speed of computers has been drastically increasing year by year, users still have to wait for computers to complete tasks or to respond. To cope with this, several studies have proposed presenting certain visual information to users to change their perception of time passing as shorter, e.g., progress bars with animated ribbing or faster/slower virtual clocks. As speech interfaces such as smart speakers are becoming popular, a novel method is required to make users perceive the passing of time as shorter by presenting auditory stimuli. We thus prepared 20 pieces of auditory information as experimental stimuli; that is, 11 auditory stimuli that have the same 10.1-second duration but different numbers of 0.1-second sine-wave sounds and 9 other auditory stimuli that have the same 10.1-second duration and numbers of sounds but different interval patterns between the sounds. We conducted three experiments to figure out which kinds of auditory stimuli can change users' perception of time passing as shorter. We found that a 10.1-second auditory stimulus that has 0.1-second sine-wave sounds appearing 11 times with intervals between the sounds that narrow rapidly in a linear fashion was perceived as shortest at about 9.3 seconds, which was 7.6% shorter than the actual duration of the stimulus. We also found that different interval patterns of sounds in auditory information significantly affected users' perception of time passing as shorter, while different numbers of sounds did not. Takanori Komatsu, Seiji Yamada |
CHI | 1 |
| 2019 | Exploring Monaural Auditory Displays that Convey Positional Information to Users
Takanori Komatsu, Masahiro Yamada, Seiji Yamada |
CogSci | 1 |
| 2018 | Vibrational Artificial Subtle Expressions: Conveying System's Confidence Level to Users by Means of Smartphone VibrationabstractArtificial subtle expressions (ASEs) are machine-like expressions used to convey a system's confidence level to users intuitively. So far, auditory ASEs using beep sounds, visual ASEs using LEDs, and motion ASEs using robot movements have been implemented and shown to be effective. In this paper, we propose a novel type of ASE that uses vibration (vibrational ASEs). We implemented the vibrational ASEs on a smartphone and conducted experiments to confirm whether they can convey a system's confidence level to users in the same way as the other types of ASEs. The results clearly showed that vibrational ASEs were able to accurately and intuitively convey the designed confidence level to participants, demonstrating that ASEs can be applied in a variety of applications in real environments. Takanori Komatsu, Kazuki Kobayashi, Seiji Yamada, Kotaro Funakoshi, Mikio Nakano |
CHI | 1 |
| 2018 | Study on the Use of Reference Objects to Convey an Impression of DimensionsabstractShare on Study on the Use of Reference Objects to Convey an Impression of Dimensions Authors: Kana Matsu Meiji University, Tokyo, Japan Meiji University, Tokyo, JapanView Profile , Takanori Komatsu Meiji University, Tokyo, Japan Meiji University, Tokyo, JapanView Profile , Minoru Kobayashi Meiji University, Tokyo, Japan Meiji University, Tokyo, JapanView Profile Authors Info & Claims HAI '18: Proceedings of the 6th International Conference on Human-Agent InteractionDecember 2018 Pages 359–361https://doi.org/10.1145/3284432.3287186Published:04 December 2018Publication History 0citation33DownloadsMetricsTotal Citations0Total Downloads33Last 12 Months4Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Kana Matsu, Takanori Komatsu, Minoru Kobayashi |
HAI | 2 |
| 2017 | Response Times when Interpreting Artificial Subtle Expressions are Shorter than with Human-like Speech SoundsabstractArtificial subtle expressions (ASEs) are machine-like expressions used to convey a system's confidence level to users intuitively. In this paper, we focus on the cognitive loads of users in interpreting ASEs in this study. Specifically, we assume that a shorter response time indicates less cognitive load, and we hypothesize that users will show a shorter response time when interpreting ASEs compared with speech sounds. We succeeded in verifying our hypothesis in a web-based investigation done to comprehend participants' cognitive loads by measuring their response times in interpreting ASEs and speeches. Takanori Komatsu, Kazuki Kobayashi, Seiji Yamada, Kotaro Funakoshi, Mikio Nakano |
CHI | 1 |
| 2017 | Designing robot faces suited to specific tasks that these robots are good atabstractThe purpose of this paper is to comprehend which kinds of robot faces are suited to the specific tasks that these robots are good at. Specifically, we focused on 64 design elements of robot faces; two different sizes and two different positions of the eyes, ears, and mouth, and we then conducted a questionnaire based investigation to clarify the relationship between these elements and five different tasks that robots engage in. As a result of this investigation, we could comprehend which kinds of robot faces cause users to judge robots as being good at education tasks and so on. Takanori Komatsu, Masahiro Kamide |
RO-MAN | 1 |
| 2016 | Can Different "Eye" Designs for Anthropomorphic Manga Characters Inform Users of Different Functions of Anthropomorphized Systems?abstractWe investigated whether anthropomorphic manga characters (AMCs) with eyes having different designs can inform users of the identity of the different functions of smartphones that are anthropomorphized as AMCs. Specifically, we prepared three different AMCs that 3 different artists drew, and each artist drew 32 different eye designs. In addition, we selected the four smartphone functions that the different AMC eye designs should express. As a result, although the different designs failed in informing users of the four different functions, users' requirements for smartphones or general characteristics of smartphones were clearly expressed by the different eye designs. Takanori Komatsu, Itaru Kuramoto, Daiki Sawai |
ACE | 1 |
| 2016 | Can Monaural Auditory Displays Convey Directional Information to Users?
Takanori Komatsu, Seiji Yamada |
CogSci | 1 |
| 2016 | Japanese Students Apply Same Moral Norms to Humans and Robot Agents: Considering a Moral HRI in Terms of Different Cultural and Academic BackgroundsabstractAn investigation was conducted into how Japanese students apply moral norms to humans and robot agents. The result revealed that they applied the same moral norm to both. This result was different from that of a former experiment done by Malle et al. A possible interpretation discussed is that such a difference would be caused by the participants' cultural or academic background. Takanori Komatsu |
HRI | 1 |
| 2016 | How do people judge moral wrongness in a robot and in its designers and owners regarding the consequences of the robot's behaviors?abstractAn investigation was conducted into how people judge moral wrongness in a robot and in its designers and owners regarding the consequence of the robot's behaviors in the trolley problem and into how people judge moral wrongness in a human and the employers of the human. As a result, the participants seemed to apply the same moral norm to the human and robot, while they applied a different moral norm to the employers of the human and designers/owners of the robot; that is, the designers/owners of the robot received higher rates of moral wrongness compared with the employers of the human even though the human and the robot behaved the same. Moreover, this result suggests that moral wrongness would be assigned to all three (robot, designers, owners) when the robot takes an action, while it would blur among them when it did not. The results of these investigations will contribute toward the new research field of “moral HRI,” which can provide a concrete guide for future robotic design. Takanori Komatsu |
RO-MAN | 1 |
| 2015 | Investigating Ways of Interpretations of Artificial Subtle Expressions Among Different Languages: A Case of Comparison Among Japanese, German, Portuguese and Mandarin Chinese
Takanori Komatsu, Rui Prada, Kazuki Kobayashi, Seiji Yamada, Kotaro Funakoshi, Mikio Nakano |
CogSci | 1 |
| 2015 | Poster: Power Spectrum Analysis of Reflected Waves with Ultrasonic Sensors Indicates "What the Target is"abstractWe consider that ultrasonic waves can be used not only for measuring the distance to a target but also for comprehending what the target is simultaneously. We assumed that the physical characteristics of a target object (especially, surface information) are embedded in the power spectrum structure of the ultrasonic waves reflected from the target. The results of our investigation to analyze the characteristics of the power spectrum structure of waves reflected from various kinds of target materials showed whether target objects are soft and deformable or hard and undeformable. Takanori Komatsu, Junichi Akita |
SenSys | 1 |
| 2014 | FB-Finger: Development of a Novel Electric Travel Aid with a Unique Haptic Interface
Kiyohide Ito, Yoshiharu Fujimoto, Ryoko Otsuki, Yuka Niiyama, Akihiro Masatani, Takanori Komatsu, Junichi Akita, Tetsuo Ono, Makoto Okamoto |
ICCHP (2) | 6 |
| 2013 | Directing robot motions with paralinguistic information
Takanori Komatsu, Yuuki Seki |
HRI | 1 |
| 2013 | Voice augmented manipulation: using paralinguistic information to manipulate mobile devicesabstractWe propose a technique called voice augmented manipulation (VAM) for augmenting user operations in a mobile environment. This technique augments user interactions on mobile devices, such as finger gestures and button pressing, with voice. For example, when a user makes a finger gesture on a mobile phone and voices a sound into it, the operation will continue until stops making the sound or makes another finger gesture. The VAM interface also provides a button-based interface, and the function connected to the button is augmented by voiced sounds. Two experiments verified the effectiveness of the VAM technique and showed that repeated finger gestures significantly decreased compared to current touch-input techniques, suggesting that VAM is useful in supporting user control in a mobile environment. Daisuke Sakamoto, Takanori Komatsu, Takeo Igarashi |
Mobile HCI | 2 |
| 2012 | Study of information clouding methods to prevent spoilers of sports matchabstractSeeing the final score of a sports match on the Web often spoils the pleasure of a user who is waiting to watch a recording of this match on TV. This paper proposes four information clouding methods to block spoiling information, and describes implementation of a system using these methods as a browser extension. We then experimentally investigate the usefulness of the methods, taking into account their differences, differences in the variety of content, and differences in the user's interest in sports. Satoshi Nakamura 0002, Takanori Komatsu |
AVI | 2 |
| 2012 | How Can We Live with Overconfident or Unconfident Systems?: A Comparison of Artificial Subtle Expressions with Human-like Expression
Takanori Komatsu, Kazuki Kobayashi, Seiji Yamada, Kotaro Funakoshi, Mikio Nakano |
CogSci | 1 |
| 2012 | Cascade Simulation On Optimized NetworksabstractCascade phenomena, which are sequences of adoption by agents, are the important driven forces for the society to make a successful diffusion of innovation. Cascade phenomena on complex networks occur under a range of conditions (or known as cascade windows) defined by both the average degree of the underlying network topology and the threshold of each agents(or nodes). In this paper, we obtain optimal networks for good cascade using generic algorithm (GA). In order to obtain the optimal network for good cascade, the network should have a sufficient number of vulnerable nodes and hub nodes of medium sizes, in other words, the degree distribution of the optimal network should follow a linear combination of Poisson and uniform distribution. Takanori Komatsu, Akira Namatame |
ECMS | 1 |
| 2012 | Impressions made by blinking light used to create artificial subtle expressions and by robot appearance in human-robot speech interactionabstractThe impressions made by a blinking light used to create artificial subtle expressions (ASEs) and by a robot's appearance on users were investigated. The blinking light, which shows the user that the robot is performing speech recognition and thereby prevents utterance collisions, was separated from the robot by embedding it in a pedestal unit. In an evaluation experiment, participants performed five tasks with a spoken dialogue system coupled to a robot placed on the pedestal. The participants' impressions of the dialogue interactions and of the robot were obtained under four conditions (w/ light blinking or w/o blinking; humanoid or cuboid robot). The cuboid robot created a stronger impression of comfort and excitement for the interactions while the blinking light did not create a strong impression of anything. The robot's appearance and the blinking did not create a strong impression of anything for the robot. This suggests that the blinking light in the pedestal unit is a factor that is independent of robot appearance, meaning that the pedestal unit can be applied to robots with various appearances. Kazuki Kobayashi, Kotaro Funakoshi, Seiji Yamada, Mikio Nakano, Takanori Komatsu, Yasunori Saito |
RO-MAN | 5 |
| 2012 | Formation conditions of mutual adaptation in human-agent collaborative interaction
Yong Xu 0012, Yoshimasa Ohmoto, Shogo Okada, Kazuhiro Ueda, Takanori Komatsu, Takeshi Okadome, Koji Kamei, Yasuyuki Sumi, Toyoaki Nishida |
Appl. Intell. | 5 |
| 2011 | Interpretations of Artificial Subtle Expressions (ASEs) in Terms of Different Types of Artifact: A Comparison of an on-screen Artifact with A Robot
Takanori Komatsu, Seiji Yamada, Kazuki Kobayashi, Kotaro Funakoshi, Mikio Nakano |
ACII (2) | 1 |
| 2011 | Blinking light patterns as artificial subtle expressions in human-robot speech interactionabstractUsers' impressions of blinking light expressions used as artificial subtle expressions have been investigated. In a preliminary experiment, thirteen blinking patterns were used for investigating participants' impressions of their agreeableness. The highest and lowest valued blinking patterns were identified and used for a speech interaction experiment. In this experiment, 52 participants tried to reserve hotel rooms with a spoken dialogue system coupled with an interface robot using a blinking light expression. A sine wave, a random wave, a rectangular wave, and a no-blinking condition were used as artificial subtle expressions to express a robot's internal state of “processing” or “recognizing”. The results of a questionnaire showed the conditions did not significantly differ in terms of agreeableness, but the sine wave and the rectangular wave were evaluated as “more useful” than the no-blinking condition. Results of factor analyses suggested that the rectangular wave provides a comfortable impression of the dialogue. Kazuki Kobayashi, Kotaro Funakoshi, Seiji Yamada, Mikio Nakano, Takanori Komatsu, Yasunori Saito |
RO-MAN | 5 |
| 2011 | How Does the Agents' Appearance Affect Users' Interpretation of the Agents' Attitudes: Experimental Investigation on Expressing the Same Artificial Sounds From Agents With Different AppearancesabstractAn experimental investigation into how the appearance of an agent such as a robot or PC affects people's interpretations of the agent's attitudes is presented. In general, people are said to create stereotypical agent behavioral models in their minds based on the agents' appearances, and these appearances significantly affect their way of interaction. Therefore, it is quite important to address with the following research question: How does an agent's appearance affect its interactions with people? Specifically, a preliminary experiment was conducted to select eight artificial sounds for which people can estimate two specific primitive attitudes (e.g., positive or negative). Then an experiment was conducted where the participants were presented with the selected artificial sounds through three kinds of agents: a MindStorms robot, AIBO robot, and laptop PC. In particular, the participants were asked to select the correct attitudes based on the sounds expressed by these three agents. The results showed that the participants had better interpretation rates when a PC presented the sounds and lower rates when the MindStorms and AIBO robots presented the sounds, even though the sounds expressed by these agents were the same. The results of this study contribute to the design policy of the interactive agents, such as, What types of appearances should agents have to effectively interact with people, and which kinds of information should these agents express to people? Takanori Komatsu, Seiji Yamada |
Int. J. Hum. Comput. Interact. | 1 |
| 2011 | Active adaptation in human-agent collaborative interaction
Yong Xu 0012, Yoshimasa Ohmoto, Kazuhiro Ueda, Takanori Komatsu, Takeshi Okadome, Koji Kamei, Shogo Okada, Yasuyuki Sumi, Toyoaki Nishida |
J. Intell. Inf. Syst. | 4 |
| 2010 | Artificial subtle expressions: intuitive notification methodology of artifactsabstractWe describe artificial subtle expressions (ASEs) as intuitive notification methodology for artifacts' internal states for users. We prepared two types of audio ASEs; one was a flat artificial sound (flat ASE), and the other was a sound that decreased in pitch (decreasing ASE). These two ASEs were played after a robot made a suggestion to the users. Specifically, we expected that the decreasing ASE would inform users of the robot's lower level of confidence about the suggestions. We then conducted a simple experiment to observe whether the participants accepted or rejected the robot's suggestion in terms of the ASEs. The results showed that they accepted the robot's suggestion when the flat ASE was used, whereas they rejected it when the decreasing ASE was used. Therefore, we found that the ASEs succeeded in conveying the robot's internal state to the users accurately and intuitively. Takanori Komatsu, Seiji Yamada, Kazuki Kobayashi, Kotaro Funakoshi, Mikio Nakano |
CHI | 1 |
| 2010 | Visualization of similarity relationships by onomatopoeia thesaurus mapabstractOnomatopoeia refers to words that represent the sound, appearance, or voice of things, which makes it possible to create expressions that bring a scene to life in a subtle fashion. In this study, we propose an onomatopoeia thesaurus map to enable the construction of a map that visually confirms "similarity relationships between a number of onomatopoetic words" and "similarity relationships between unknown onomatopoetic words and existing onomatopoetic words", which are difficult to grasp from a conventional thesaurus. It is also possible to label objects with onomatopoetic words and visualize the similarity relationships between the objects on a map. In this paper, we introduce an example of labeling onomatopoetic words relating to the textures of sweets (desserts). Yutaro Tomoto, Tsuyoshi Nakamura, Masayoshi Kanoh, Takanori Komatsu |
FUZZ-IEEE | 4 |
| 2010 | Users' reactions toward an on-screen agent appearing on different mediaabstractWe experimentally investigated users' reactions toward an on-screen agent appearing on three different types of media: a 42-inch television, 17-inch display, and 4.5-inch mobile PC. Specifically, we observed whether the users accepted the agent's invitation to a Shiritori game while they were engaged in given tasks. The results showed that most participants who received the invitation from the on-screen agent appearing on a 4.5-inch mobile PC accepted the agent's invitation, while most participants did not accept the invitation from the agent appearing on the other two formats. Therefore, the mobile PC appears to be an appropriate media for an on-screen agent that is required for interaction with users. Takanori Komatsu, Yuuki Seki |
HRI | 1 |
| 2010 | Non-humanlike Spoken Dialogue: A Design Perspective
Kotaro Funakoshi, Mikio Nakano, Kazuki Kobayashi, Takanori Komatsu, Seiji Yamada |
SIGDIAL Conference | 4 |
| 2009 | Can users react toward an on-screen agent as if they are reacting toward a robotic agent?abstractOur former study showed that users tended not to react to an on-screen agent's invitation of a Shiritori game (a last and first game), but did to a robotic agent. Thus, the purpose of this study was to investigate the contributing factors that could make the users react toward an on-screen agent as if they were reacting toward a robotic agent. The results showed that the participants who first accepted the invitation of a robotic agent that was assigned an attractive character reacted toward the on-screen agents as if they were reacting to the robotic one. Takanori Komatsu, Nozomi Kuki |
HRI | 1 |
| 2009 | A Platform System for Developing a Collaborative Mutually Adaptive Agent
Yong Xu 0012, Yoshimasa Ohmoto, Kazuhiro Ueda, Takanori Komatsu, Takeshi Okadome, Koji Kamei, Shogo Okada, Yasuyuki Sumi, Toyoaki Nishida |
IEA/AIE | 4 |
| 2009 | Investigating the contributing factors to make users react toward an on-screen agent as if they are reacting toward a robotic agentabstractOur former study showed that users tended not to react to an on-screen agent's invitation of a Shiritori game (a last and first game) but that they did to a robotic agent. Our purpose in this study was to investigate the contributing factors that could make users react toward an on-screen agent as if they were reacting toward a robotic agent. We focused on the following two contributing factors: whether users accepted an invitation from a robotic agent and whether an on-screen agent was an attractive personality or character for the users. The results showed that the participants who first accepted the invitation of the robotic agent that was assigned an attractive character reacted toward the on-screen agent as if they were reacting to the robotic one; that is, these two factors played a significant role in making the participants react toward the on-screen agent as if they were reacting toward the robotic agent. Takanori Komatsu, Nozomi Kuki |
RO-MAN | 1 |
| 2008 | How does appearance of agents affect how people interpret the agents' attitudes - Experimental investigation on expressing the same information from agents having different appearanceabstractAn experimental investigation of how the appearance of agents affects interpretations people make of the agents’ attitudes is described. We conducted a psychological experiment where participants were presented artificial sounds that can make people estimate specific agents’ primitive attitudes from three kinds of agents, e.g., Mindstorms robot, AIBO robot, and a normal laptop PC. Specifically, the participants were asked to select the appropriate attitude based on the sounds expressed by these three agents. The results showed that the participants had higher correct interpretation rates when a PC presented the sounds, while they had lower rates when Mindstorms and AIBO robots presented the sounds, even though these agents expressed information that was completely the same. Takanori Komatsu, Seiji Yamada |
IEEE Congress on Evolutionary Computation | 1 |
| 2008 | Comparing an On-Screen Agent with a Robotic Agent in Non-Face-to-Face Interactions
Takanori Komatsu, Yukari Abe |
IVA | 1 |
| 2008 | Effects of the agents' appearance on people's estimations about the agents' abilities: Questionnaire investigations for liberal arts and informatics studentsabstractWe conducted questionnaire investigations how liberal arts and informatics students estimated the agents’ abilities on three different artificial agents that have different appearances; a PaPeRo human-like robot, an AIBO dog-like robot and a MindStorms machine-like robot. The results showed that 1) the PaPeRo robot received the better estimations from all students, 2) the AIBO and the MindStorms received the significantly better estimations from the informatics students whereas did the worse ones from the liberal arts students. Takanori Komatsu, Misako Nambu |
RO-MAN | 1 |
| 2007 | Comprehension of Users' Subjective Interaction States During Their Interaction with an Artificial Agent by Means of Heart Rate Variability Index
Takanori Komatsu, Shoichiro Ohtsuka, Kazuhiro Ueda, Takashi Komeda |
ACII | 1 |
| 2007 | Marching Bear: An Interface System Encouraging User's Emotional Attachment and Providing an Immersive Experience
Nagisa Munekata, Takanori Komatsu, Hitoshi Matsubara |
ICEC | 2 |
| 2007 | Effects of robotic agents' appearances on users' interpretations of the agents' attitudes: towards an expansion of "uncanny valley" assumptionabstractThis paper describes experimental investigation how agents' appearances affect users' interpretations of agents' attitudes. Specifically, we conducted a psychological experiment that participants were presented artificial sounds as subtle expressions that can make human estimate specific agents' primitive attitudes from three kinds of different agents, e.g., Mindstonns robot, AIBO robot, and normal laptop PC, and they were asked to select the correct attitudes based on the expressed sounds from these three agents. As the result, the participants showed the higher interpretation rates when the sounds were presented from PC, while they did the lower rates from Mindstorms and AIBO robots, even though the artificial sounds expressed from these agents were the completely same sounds. Finally, the result was compared to the Mori's assumption that is about the relationship between an agents' appearance (likeness) and users' familiarity to the agents. Takanori Komatsu, Seiji Yamada |
RO-MAN | 1 |
| 2007 | Experiments to clarify whether the "gain and loss of esteem" could be observed in human-robot interactionabstractThis paper describes the psychological experiments to clarify whether the gain and loss of esteem could be observed in human-robot interaction. The gain and loss of esteem is defined as follows: changes in rewarding behavior from another have a greater impact on an individual than consistent, invariant reward. Specifically, person A prefers person B who changes her/his bad evaluation about person A into friendly evaluation than person C who shows the friendly evaluation consistently (gain effect), and person A does not prefer person B who changes her/his friendly evaluation into bad evaluation than person C who shows the bad evaluation consistently (loss effect). We then conducted psychological experiments to clarify whether this "gain and loss of esteem" could be observed in the interaction between human participants and the AIBO robot. Actually, the experimental conditions were set as similar to Aronson and Linder's experiment. As the results of the experiments, we could not observe the gain and loss of esteem between the participants and the AIBO robot. The reason of this phenomenon would be rooted on the fact that the robot's reaction was too simple to the participants compared to the Aronson and Linder's human-human experiment. Takanori Komatsu, Kota Yokoyama |
RO-MAN | 1 |
| 2006 | The Effect of Prior Interaction Experience with Real/Virtual Robot on Participants' Leaving Message TaskabstractThis paper describes a simple psychological experiment to investigate the effects of two aspects of user interactions with message taking artifacts. The first is the effect of the artifacts' physical appearance, and the other is prior interaction experience. We examined the effect of these two factors on the ability of users to feel comfortable and natural when interacting with the artifacts. Experimental results revealed that prior interaction experience was a much more important factor than the artifacts' appearance in determining whether participants could leave verbal messages smoothly Takanori Komatsu, Tomoki Iwaoka, Misako Nambu |
ICARCV | 1 |
| 2006 | CyARM: Interactive Device for Environment Recognition and Joint Haptic Attention Using Non-visual Modality
Tetsuo Ono, Takanori Komatsu, Junichi Akita, Kiyohide Ito, Makoto Okamoto |
ICCHP | 2 |
| 2006 | Designing simple and effective expression of robot's primitive minds to a humanabstractThis paper describes designing expression of robot's primitive minds in a simple and effective way. Although expression of robot's minds like internal states is becoming a major topic in human-robot interaction, few studies to propose a policy to design concrete expression. In this paper, we propose the design policy, called "SE2PM: simple expression to primitive mind", and fully implement expression of robot's minds based on the design policy, then investigate the effectiveness of them. SE2PM implies that intuitive and simple expression like a beep sound from a simple robot (e.g. a mobile robot) is more effective than complicated behaviors from a complex robot (e.g. a dog-like pet robot) in informing its primitive minds to a human. Thus, in order to investigate the validation of our SE2PM policy, we implement two robots: a mobile robot based on Mindstorms with mind expression of beep sound, and a pet robot, AIBO, with mind expression of complicated behaviors. We also conduct a psychological experiment with participants to compare the two different expression, and the results eventually support SE2PM policy Seiji Yamada, Takanori Komatsu |
IROS | 2 |
| 2006 | Audio subtle expressions affecting user's perceptionsabstractCan we assign attitudes to an artifact based on its expressed beep sounds as audio subtle expressions? If so, which kinds of beep sounds are perceived as specific attitudes, such as "disagreement" as a negative attitude, "hesitation" as neutral or "agreement" as positive? To examine this issue, I carried out an experiment to observe and clarify how participants assign an attitude to an artifact according to beeps of different durations and F0 values. The results revealed that 1) sounds with rising tones regardless of duration were perceived by participants as "disagreement," and 2) flat sounds with longer duration were interpreted as "hesitation", and 3) falling tones with shorter duration were taken as "agreement". Takanori Komatsu |
IUI | 1 |
| 2006 | Leaving a Message with the PaPeRo Robot: The Effect of Interaction Experience with Real or Virtual PaPeRo on Impression Evaluation
Takanori Komatsu, Tomoki Iwaoka, Misako Nambu |
ICEC | 1 |
| 2005 | Toward Making Humans Empathize with Artificial Agents by Means of Subtle Expressions
Takanori Komatsu |
ACII | 1 |
| 2005 | Can we assign attitudes to a computer based on its beeps? Toward an effective method for making humans empathize with artificial agents
Takanori Komatsu |
IJCAI | 1 |
| 2005 | Entrainment of Rate of Utterances in Speech Dialogs Between Users and an Auto Response System
Takanori Komatsu, Koji Morikawa |
KES (3) | 1 |
| 2005 | Experiments Toward a Mutual Adaptive Speech Interface That Adopts the Cognitive Features Humans Use for Communication and Induces and Exploits Users' AdaptationsabstractInteractive agents such as pet robots or adaptive speech interface systems that require forming a mutual adaptation process with users should have two competences. One of these is recognizing reward information from users' expressed paralanguage information, and the other is informing the learning system about the users by means of that reward information. The purpose of this study was to clarify the specific contents of reward information and the actual mechanism of a learning system by observing how 2 persons could create a smooth speech communication, such as that between owners and their pets. A communication experiment was conducted to observe how human participants create smooth communication through acquiring meaning from utterances in languages they did not understand. Then, based on experimental results, a meaning-acquisition model that considers the following 2 assumptions was constructed: (a) To achieve a mutual adaptive relationship with users, the model needs to induce users' adaptation and to exploit this induced adaptation to recognize the meanings of a user's speech sounds; and (b) to recognize users' utterances through trial-and-error interaction regardless of the language used, the model should focus on prosodic information in speech sounds, rather than on the phoneme information on which most past interface studies have focused. The results confirmed that the proposed model could recognize the meanings of users' verbal commands by using participants' adaptations to the model for its meaning-acquisition process. However, this phenomenon was observed only when an experimenter gave the participants appropriate instructions equivalent to catchphrases that helped users learn how to use and interact intuitively with the model. Thus, this suggested the need for a subsequent study to discover how to induce the participants' adaptations or natural behaviors without giving these kinds of instructions. Takanori Komatsu, Atsushi Utsunomiya, Kentaro Suzuki, Kazuhiro Ueda, Kazuo Hiraki, Natsuki Oka |
Int. J. Hum. Comput. Interact. | 1 |
| 2004 | The superior effectivenes of the F0 range for identifying the context from sounds without phonemesabstractThis study concerned the relationship between the prosodic feature, especially F0, and the listeners’ identification of contexts. It became obvious that duration and F0 range are the important cues to guess speakers’ emotional state or contexts [1, 2, 3, 4]. However, as the stimuli used were designed to keep F0 average constant, we could not see the effect of big F0 range and high F0 components separately. To clarify this problem, we presented 400 triangle waves (4duration x 10 beginning F0 x 10 ending F0) as stimuli, so that we can analyze by F0 range, F0 average, F0 maximum, and F0 minimum. 20 university students listened to the stimuli and asked if they perceived the sounds as “disagreement,” “hesitation,” or “agreement.” While F0 range made the largest effectiveness to the responses, neither F0 average, F0 maximum nor F0 minimum did not show any influence on identification of contexts. Yasuko Nagasaki, Takanori Komatsu |
INTERSPEECH | 2 |
| 2004 | A Method for Estimating Whether a User is in Smooth Communication with an Interactive Agent in Human-Agent Interaction
Takanori Komatsu, Shoichiro Ohtsuka, Kazuhiro Ueda, Takashi Komeda, Natsuki Oka |
KES | 1 |
| 2004 | A Meaning Acquisition Model Which Induces and Utilizes Human's Adaptation
Atsushi Utsunomiya, Takanori Komatsu, Kazuhiro Ueda, Natsuki Oka |
KES | 2 |
| 2003 | Toward a Mutual Adaptive Interface: An Interface and a User Induce and Utilize the Partner's Adaptation
Takanori Komatsu, Atsushi Utsunomiya, Kentaro Suzuki, Kazuhiro Ueda, Kazuo Hiraki, Natsuki Oka |
KES | 1 |