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Yuta Yoshiike

dblp:17/7940 · DBLP profile ↗
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8ranked-venue papers
3as first author
0since 2021 · last 2012
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 8 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1

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
7 papers
Human-robot interaction · 95% Interaction techniques and input · 3% Ubiquitous computing and smart environments · 2%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction
social interface
0.222011
MAWARI: an interactive social interface · HRI 2011
Cues for sociable PC: coordinate and synchronize its cues based on user attention and activities on display · HRI 2010
Human-robot interaction
social robot
0.222010
Sociable trash box · HRI 2010
STB: human-dependent sociable trash box · HRI 2010
Human-robot interaction
social cues
0.122011
Cues for sociable PC: coordinate and synchronize its cues based on user attention and activities on display · HRI 2010
MAWARI: an interactive social interface · HRI 2011
Human-robot interaction › social human-robot interaction
social rapport
0.122010
STB: human-dependent sociable trash box · HRI 2010
Sociable trash box · HRI 2010
Human-robot interaction
child-robot interaction
0.112010
STB: human-dependent sociable trash box · HRI 2010
Human-robot interaction › social robot
persuasive robot
0.112010
Sociable trash box · HRI 2010
Interaction techniques and input
touch and gesture input
0.012012
SDT: a "konkon" interface to buildup the connotation interactions · HRI 2012
Ubiquitous computing and smart environments › attention management
attentive user interfaces
0.012010
Cues for sociable PC: coordinate and synchronize its cues based on user attention and activities on display · HRI 2010

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

minimalism design · 0.2knock-based communication · 0.1vocalizations · 0.1user study · 0.1interactive behaviors · 0.1field study · 0.1
YearPublicationVenuePosition
2012 SDT: a "konkon" interface to buildup the connotation interactions
abstract
The advantage of the proposed approach is that users can invent their own communication protocol (based on the knock patterns) to communicate with the creature. This approach is a novel concept to establish future human-robot communication protocols within many contexts or human centric applications. However, through symbolic communication (knock-based communication) a human is able to convey to the robot to adapt and communicate with their personalized communication protocol.
Yu Arita, Hirota Shinya, Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI3
2011 COLUMN: dynamic of interpersonal coordination
abstract
In this study we develop Core Less Unformed Machine (COLUMN) as novel & transformable robotic platform to explore how visually mediated information is useful to coordinate (interpersonal coordination) to establish connectedness of three participants to obtain COLUMN's behaviors (transformable rolling motions).
Yasutaka Takeda, Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI2
2011 MAWARI: an interactive social interface
abstract
In this paper, we propose a MAWARI-based social interface as an interactive social medium to broadcast the information to users. The interface consists of three creatures (MAWARIs) and is designed with minimalism designing concepts. MAWARI is a small scale robot that has only body gestures to express (or interact) its attractive social cues. The participant's role is reduced to that of a bystander when the interface is of a passive social state. In this context, the user does not need to participate in the conversation but still gains information without exerting effort (i.e., less conversational workload).
Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI1
2010 Sociable dining table: the effectiveness of a "konkon" interface for reciprocal adaptation
abstract
We developed a creatures-based social dining table that can communicate through a knocking sound, which in Japanese is pronounced as "KonKon." Our main focus was to create a minimal number of cues for a proto-communication by establishing social interactions between a creature and a human. In particular, humans used the "KonKon" interface to communicate with a creature to demonstrate the social behaviors necessary to adapt to a person's intentions. The creature used a mutual adaptation model for achieving a more ideal adaptation during the interactions. In the experimental results, we discuss the concept of the creature and indicate the effectiveness of the communication-protocol on the "KonKon" interface for mutual adaptation.
Yuki Kado, Takanori Kamoda, Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI3
2010 STB: human-dependent sociable trash box
abstract
We developed a Sociable Trash Box (STB) as a children-assisted robot able to collect the trash in order to convey its intentional stance to children. The STB is capable of engaging manifold affiliation behaviors to build a social rapport with children by collecting the trash around their environment. In particular, the STB is a child-dependent robot that walks alone in a public space for tracing humans and trash for the purpose of collecting the trash. The robot is incapable of collecting the trash by itself, and it engages by using interactive behaviors and vocalizations to make a social coupling with children based on the robot's anticipation to accomplish its goal. The present experiment investigates how STB behaviors are effective in conveying intentions to evoke children's social interactions and to assist in collecting the trash in their environment.
Yuto Yamaji, Taisuke Miyake, Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI3
2010 Cues for sociable PC: coordinate and synchronize its cues based on user attention and activities on display
abstract
A sociable PC (SPC) is capable of engaging and interacting with social cues while users use it. SPC is a kind of artifact which is capable of coordinating and synchronizing its behaviors based on user attention and information on a display. In particular, SPC can exhibit behaviors to induce a trust through social rapport with the user while responding to the user's behaviors and activities on a PC. We used the concept of a minimalism designing mechanism to invent the SPC. The SPC appearance is much like soft "Tofu," so the user can touch and sense it. The SPS can also provide feedback to the user using attractive social cues such as shaking its body, displaying an attractive motion and joint attention with the user, etc.
Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
HRI1
2010 Sociable trash box
abstract
The STB is capable of engaging manifold affiliation behaviors to build a social rapport toward the goal of collecting trash around an environment. In particular, STB is a child-dependent robot that walks alone in a public space for the purpose of tracing humans and trash and to collect the trash. In a crowded space, STBs move toward the trash by engaging with an attractive twisting motion (behaviors) and vocal interaction to convey STB's intention to children. Our STB robot is incapable of collecting the trash by itself. In this sense, children have to infer a robot's intentional stance or expectation for interaction with the STB. To collect trash while creating social rapport with children is a novel concept. The STB engages with twisting and bowing motions when children put trash into an STB container.
Yuta Yoshiike, Yuto Yamaji, Taisuke Miyake, P. Ravindra De Silva, Michio Okada
HRI1
2010 Reciprocal-adaptation in a creature-based futuristic sociable dining table
abstract
In this paper, a creature-based futuristic sociable dining table is proposed that communicates through a knock on a table. The main objective was to create a minimal number of cues for protocol communication for the purpose of establishing social interactions between a creature and a human. The creature uses a knock (within a specific period) with a Temporal Difference (TD) learning model to learn and to adapt to a user's intentions, and the creature moves a different direction (right, left, straight, and back) on a table based on the user's knock. By ascertaining the creatures' behaviors, the user can convey his/her intentions by a number of knocking sounds while looking at the creature adaption. The creature is capable of doing mutually adaptive learning through a TD model in real time to satisfy the user's goal or intentions. In the context of the experimental results, we discuss the concept of creatures and indicate the effectiveness of the communication-protocol with the “knocking” interface for reciprocal adaptations.
Yuki Kado, Takanori Kamoda, Yuta Yoshiike, P. Ravindra De Silva, Michio Okada
RO-MAN3