Demo Data from SIGIR 2026 / reviewers in the wild / expert
Atsushi Funahashi
dblp:142/3050
· DBLP profile ↗
4ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 since 2021Applied, 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
2 papers |
Games and playful interaction · 49% Human-robot interaction · 32% Collaborative and social computing · 15% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › social play
family co-play |
0.6 | 1 | 2022 | What Can We Do with a Robot for Family Playtime? · HRI 2022 |
Human-robot interaction › teleoperation
humanoid teleoperation |
0.2 | 1 | 2014 | A doll-type interface for real-time humanoid teleoperation in robot-assisted activity · HRI 2014 |
Human-robot interaction
teleoperation |
0.2 | 1 | 2014 | A doll-type interface for real-time humanoid teleoperation in robot-assisted activity · HRI 2014 |
Collaborative and social computing › social interaction
group interaction |
0.2 | 1 | 2022 | What Can We Do with a Robot for Family Playtime? · HRI 2022 |
Health and well-being technologies
autism therapy |
0.1 | 1 | 2014 | A doll-type interface for real-time humanoid teleoperation in robot-assisted activity · HRI 2014 |
Methods — techniques the papers use, named apart from their topics
user study · 0.6comparative study · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | What Can We Do with a Robot for Family Playtime?abstractAs the operation of robots is becoming easier, adopting a robot as a companion for families is increasing. When considering that family playtime has a positive influence on all family members, it is important to provide various activities for families to play together. Robots might mediate fun activities to increase family playtime. Therefore, this research was designed to compare play activities between dyadic child-robot interactions and family-robot interactions. We explored the possible activities for family playtime with a NAO robot. The results from three family groups showed that verbal activities, such as giving an instruction to a robot and talking to a robot, increased when family members are playing together with the robot. Also, increased physical activities were involving all family members, such as giving and receiving balls. Therefore, it will be necessary for a robot to recognize the voices of multiple family members and respond to each member appropriately. More importantly, a robot's time allocation for each family member and encouraging the participation of all members will be necessary to maintain or Increase the family playtime. SunKyoung Kim 0001, Masakazu Hirokawa, Atsushi Funahashi, Kenji Suzuki 0002 |
HRI | 3 |
| 2016 | Design of a robotic agent that measures smile and facing behavior of children with Autism Spectrum DisorderabstractAlthough socially assistive robots are popularly studied as a powerful tool in therapeutic activities for children with Autism Spectrum Disorder (ASD), there are several challenges particularly in automation of the robot's behavior due to difficulties of sensing children's social behaviors by the robotic agent. We developed measurement methods to quantitatively measure children's social behaviors, such as smiling and facing behavior, by means of a wearable device and an image processing. Smiling, facing behavior and their synchrony are usually considered as important social behaviors that imply positive affect and engagement of the participant during the therapeutic intervention. Therefore, the proposed approach would contribute not only to develop the robotic agent which is capable of performing in response to social behaviors of children with ASD, but also to support an evidence-based therapeutic intervention. In this article, the measurement performance of the proposed methods were verified by experiments with ten children with ASD, and the relationship between their smile and facing behavior were analyzed. Masakazu Hirokawa, Atsushi Funahashi, Yadong Pan, Yasushi Itoh, Kenji Suzuki 0002 |
RO-MAN | 2 |
| 2014 | A doll-type interface for real-time humanoid teleoperation in robot-assisted activityabstractThis paper introduces a doll-type interface for real-time teleoperation of a humanoid robot in Robot-Assisted Activity (RAA) for children with Autism Spectrum Disorders (ASD). We developed a prototype of the interface and verified its usability by conducting RAA sessions with children with ASD. Masakazu Hirokawa, Atsushi Funahashi, Yasushi Itoh, Kenji Suzuki 0002 |
HRI | 2 |
| 2014 | Design of affective robot-assisted activity for children with autism spectrum disordersabstractRecent studies on autism spectrum disorders (ASD) have reported that positive emotions can be a good incentive for children with ASD to perform spontaneous positive social behaviors. Based on this findings, we propose an affective robot-assisted activity (ARAA) for fostering social interaction and communication skills among children with ASD by promoting their positive emotional responses through interaction with a robot. As it has been termed spectrum, every child has different social and affective characteristics that should be taken into account. However, due to difficulties in programming the robot's behavior, conventional RAA systems did not allow the therapist to customize the activity according to the characteristics of each individual. To tackle this problem, we developed a comprehensive framework of ARAA that consists of (i) a robot tele-operation method that allows a therapist to improvise a robot's behavior in real-time and (ii) a quantitative measurement method to describe social interaction within both behavioral and affective aspects. Masakazu Hirokawa, Atsushi Funahashi, Yasushi Itoh, Kenji Suzuki 0002 |
RO-MAN | 2 |