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Tomohiro Yamada

dblp:04/9303 · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8Artificial intelligence and machine learning · 4Applied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
5 papers
Human-robot interaction · 28% Wearable and physiological sensing · 26% Usability and user experience research · 13%
Computer graphics and multimedia
1 paper
Image and video processing · 100%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › electrical stimulation
electrical muscle stimulation
0.312018
Controlling Maximal Voluntary Contraction of the Upper Limb Muscles by Facial Electrical Stimulation · CHI 2018
Wearable and physiological sensing
electromyography
0.312018
Controlling Maximal Voluntary Contraction of the Upper Limb Muscles by Facial Electrical Stimulation · CHI 2018
Wearable and physiological sensing
muscle fatigue tracking
0.312018
Biceps fatigue estimation with an E-textile headband · UbiComp 2018
Human-robot interaction › nonverbal communication
gaze communication
0.312017
Transgazer: Improving Impression by Switching Direct and Averted Gaze Using Optical Illusion · HRI 2017
Collaborative and social computing › video conferencing
video chat
0.312017
FaceShare: Mirroring with Pseudo-Smile Enriches Video Chat Communications · CHI 2017
Health and well-being technologies
sports performance
0.112018
Controlling Maximal Voluntary Contraction of the Upper Limb Muscles by Facial Electrical Stimulation · CHI 2018
Human-robot interaction › nonverbal communication
gaze cue
0.112017
Transgazer: Improving Impression by Switching Direct and Averted Gaze Using Optical Illusion · HRI 2017

Methods — techniques the papers use, named apart from their topics

electromyography · 0.7image processing · 0.6facial electrical stimulation · 0.3dual-task method · 0.3NASA-TLX · 0.3optical illusion · 0.3
YearPublicationVenuePosition
2018 Controlling Maximal Voluntary Contraction of the Upper Limb Muscles by Facial Electrical Stimulation
abstract
In this paper, we propose to use facial electrical stimulation to control maximal voluntary contraction (MVC) of the upper limbs. The method is based on a body mechanism in which the contraction of the masseter muscles enhances MVC of the limb muscles. Facial electrical stimulation is applied to the masseter muscles and the lips. The former is to enhance the MVC by causing involuntary contraction of the masseter muscles, and the latter is to suppress the MVC by interfering with voluntary contraction of the masseter muscles. In a user study, we used electromyography sensors on the upper limbs to evaluate the effects of the facial electrical stimulation on the MVC of the upper limbs. The experimental results show that the MVC was controlled by the facial electrical stimulation. We assume that the proposed method is useful for sports athletes because the MVC is linked to sports performance.
Arinobu Niijima, Takashi Isezaki, Ryosuke Aoki, Tomoki Watanabe, Tomohiro Yamada
CHI5
2018 Where Should Robots Talk?: Spatial Arrangement Study from a Participant Workload Perspective
abstract
Several benefits obtained using multiple robots in conversation have been reported in the human-robot interaction field. This paper first presents pre-trial results by which elderly people assigned a lower rating to a conversation with two robots than to one with a single robot. Observations of the trial suggest the hypothesis that an inappropriate spatial arrangement between robots and humans increases the workload in a conversation. Reducing the workload is important, especially when robots are used by elderly people. Therefore, we specifically examine the workload that is influenced by the spatial arrangement in group conversation. To verify the hypothesis, we use a NASA-TLX and a dual-task method to evaluate the workload and to conduct a comparative experiment in which the participant talks with two robots in two spatial arrangements. We also conduct a case study for elderly people in the same conversational conditions. From these experiments, we demonstrate that the spatial arrangement in which people cannot see both robots simultaneously increases their conversational workload and decreases their evaluation of the dialogue compared to a spatial arrangement by which people can see both robots simultaneously. We also show that the primary cause of the workload by positioning is not physical but mental.
Takahiro Matsumoto, Mitsuhiro Goto, Ryo Ishii, Tomoki Watanabe, Tomohiro Yamada, Michita Imai
HRI5
2018 Biceps fatigue estimation with an E-textile headband
abstract
Muscle fatigue monitoring is important for injury prevention in sports. Previous studies have shown that wearable electromyography (EMG) sensors on limb muscles can be used to monitor the level of muscle fatigue continuously. However, there are two main problems in using these sensors for sports. One is that users wearing them create motion artifacts that affect the sensor data. The other is that the sensors disturb limb motion. To address these problems, we propose a method for estimating biceps fatigue with an e-textile headband. There is a strong correlation between frowning and jaw clenching muscle activity and the physical efforts made when exercising. Our method uses both of EMG signals of the temporal muscles and motion artifacts. The former indicate jaw clenching and the latter indicate frowning. Experimental results show that the root mean square values calculated from the headband sensor values significantly increased when biceps were fatigued.
Arinobu Niijima, Takashi Isezaki, Ryosuke Aoki, Tomoki Watanabe, Tomohiro Yamada
UbiComp5
2018 Decision-Making Prediction for Human-Robot Engagement between Pedestrian and Robot Receptionist
abstract
Social robots have been providing a number of customer services lately. For example, they can take the place of people as receptionists. When people interact they predict each others decision-making from the others actions and take suitable actions for the sake of the other. However, taking such actions is difficult for modern social robots. Therefore, our initial aim is to solve the problem of how to predict decision-making in human-robot engagement. Choosing a reception system as a case study to approach this goal, we created a new model to predict who will use the system. The model contains a state transition function based on observation studies. We evaluated the model though a controlled experiment and a simulation experiment, using field data on prediction performance and mental effect. The experiment results lead us to believe that the model can predict the decisions of others sufficiently well. We also found that a pedestrian who will not talk with a robot receptionist suffers a negative emotion when the pedestrian is greeted by a robot, but a method we propose prevents this. We suggest that the word suitable is related to negative emotion, a part of usability. By using our model in the future we will attempt to find a method that will enable a robot to learn suitable actions by itself.
Yasunori Ozaki, Tatsuya Ishihara, Narimune Matsumura, Tadashi Nunobiki, Tomohiro Yamada
RO-MAN5
2017 FaceShare: Mirroring with Pseudo-Smile Enriches Video Chat Communications
abstract
"Mirroring" refers to the unconscious mimicry of another person's behaviors, such as their facial expressions. Mirroring has many positive effects, such as enhancing closeness and improving the flow of a conversation, which enriches the quality of communication. Our study set out to devise a means of evoking these positive effects in a video chat without any conscious effort of participants. We constructed a videophone system, called FaceShare, which can deform the user's face into a smile in response to their partner's smiling. That is, our system generates mirroring by producing a pseudo-smile through image processing. We conducted an experiment in which pairs of participants had brief conversations via FaceShare. The results implied that mirroring using the pseudo-smile lets the mimicker, whose face is deformed according to the expressions of their partner, feel a closeness, and improves the flow of the conversation for both the mimicker and the mimickee, who sees the mimicker's deformed face.
Keita Suzuki, Masanori Yokoyama, Shigeo Yoshida, Takayoshi Mochizuki, Tomohiro Yamada, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
CHI5
2017 Transgazer: Improving Impression by Switching Direct and Averted Gaze Using Optical Illusion
abstract
To effectively utilize gaze in one-to-many communication, robots must direct and avert their gaze with appropriate timing. However, few studies have focused on this aspect of communication because of the difficulty in detecting the position of many gaze recipients and directing appropriate gazes to each. This paper proposes a system of robotic eyes that can send averted or direct gazes simultaneously to multiple recipients by switching between convex and hollow eye shapes, which we call Transgazer.
Yuki Kinoshita, Masanori Yokoyama, Shigeo Yoshida, Takayoshi Mochizuki, Tomohiro Yamada, Takuji Narumi, Tomohiro Tanikawa, Michitaka Hirose
HRI5
2015 Towards enhancing human experience by affective robots: Experiment and discussion
abstract
Many studies have addressed the affective robot, a robot that can express emotion, in the field of human-robot interaction. Really useful applications, however, can only be designed if the effect of such expressions on the user are completely elucidated. In this paper, we propose a new useful application scenario for the affective robot that shares the user's experience and describe an experiment in which the user's experience is altered by the presence of the affective robot. As the stimulus, we use movie scenes to evoke 4 types of emotion: excitement, fright, depression, and relaxation. Twenty four participants watch different movies under three conditions: no robot present, with robot that offers appropriate emotional expression, and with robot that has random emotional expression. The results show that the participants watching with the appropriate emotion robot experienced stronger emotion with exciting and relaxing movies and weaker emotion with scary movies than is true without the robot. These changes in the viewer's experience did not occur when watching with the random emotion robot. From the results, we extract design points of affective robot behavior for enhancing user experience. This research is novel in terms of examining the impact of robot emotion, seen as appropriate by the viewer, on the viewer's experience.
Takahiro Matsumoto, Shunichi Seko, Ryosuke Aoki, Akihiro Miyata, Tomoki Watanabe, Tomohiro Yamada
RO-MAN6
2014 Affective agents for enhancing emotional experience
abstract
We propose shared emotional experience agents. They enhance the user's emotional experience by emotional contagion. Our experiment has 12 participants watch videos together with a robot that expresses an emotional state by body and voice. The results suggest that the affective robot will make user more excited and relaxed and make user less depressed and afraid than they view it alone.
Takahiro Matsumoto, Shunichi Seko, Ryosuke Aoki, Akihiro Miyata, Tomoki Watanabe, Tomohiro Yamada
HAI6