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Noriko Suzuki

dblp:66/5292 · DBLP profile ↗
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21ranked-venue papers
14as first author
0since 2021 · last 2012
0000-0001-9130-3944ORCID · corroborated

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

Artificial intelligence and machine learning · 14 · 9 first-authorGraphics, computer vision, multimedia, augmented reality and games · 11 · 7 first-authorHuman-computer interaction and ubiquitous computing · 6 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
Collaborative and social computing · 64% Haptics and multimodal interaction · 19% Ubiquitous computing and smart environments · 17%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing › computer-supported cooperative work
multiparty collaboration
0.112012
Analyzing the structure of the emergent division of labor in multiparty collaboration · CSCW 2012
Ubiquitous computing and smart environments › mobile sensing
behavioral sensing
0.012012
Analyzing the structure of the emergent division of labor in multiparty collaboration · CSCW 2012

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

correlation analysis · 0.1user study · 0.0
YearPublicationVenuePosition
2012 What role do you play in group activity? Objective evaluation through third parties
Noriko Suzuki, Tosirou Kamiya, Ichiro Umata, Sadanori Ito, Shoichiro Iwasawa, Mamiko Sakata, Katsunori Shimohara
CogSci1
2012 Analyzing the structure of the emergent division of labor in multiparty collaboration
abstract
In our daily life, the interactive roles of leaders, followers, and coordinators tend to emerge from multiparty collaboration. The primary purpose of this study is to automatically predict the leading role in multiparty interaction by ubiquitous computing techniques. Even though the leading role has been predicted for an entire task, there has been little focus on evaluating how roles are reorganized during a task. To find the verbal and nonverbal cues that might predict roles, we asked neutral third parties to select the participant playing the leading role in an assembly task. We examined the correlation between behavioral data gathered during a task and third-party evaluations of the leading role player in terms of temporal alterations. The preliminary results suggest that task-oriented utterances and verification behaviors regarding progress status contribute to the prediction of the emerging and reorganized leader. Moreover, we discuss the implications of our findings for the design of applications that can enhance multiparty collaboration.
Noriko Suzuki, Tosirou Kamiya, Ichiro Umata, Sadanori Ito, Shoichiro Iwasawa
CSCW1
2007 Prosodic alignment in human-computer interaction
abstract
Androids that replicate humans in form also need to replicate them in behaviour to achieve a high level of believability or lifelikeness. We explore the minimal social cues that can induce in people the human tendency for social acceptance, or ethopoeia, toward artifacts, including androids. It has been observed that people exhibit a strong tendency to adjust to each other, through a number of speech and language features in human–human conversational interactions, to obtain communication efficiency and emotional engagement. We investigate in this paper the phenomena related to prosodic alignment in human–computer interactions, with particular focus on human–computer alignment of speech characteristics. We found that people exhibit unidirectional and spontaneous short-term alignment of loudness and response latency in their speech in response to computer-generated speech. We believe this phenomenon of prosodic alignment provides one of the key components for building social acceptance of androids.
Noriko Suzuki, Yasuhiro Katagiri
Connect. Sci.1
2006 Cross-modal coordination of expressive strength between voice and gesture for personified media
abstract
The aim of this paper is to clarify the relationship between the expressive strengths of gestures and voice for embodied and personified interfaces. We conduct perceptual tests using a puppet interface, while controlling singing-voice expressions, to empirically determine the naturalness and strength of various combinations of gesture and voice. The results show that (1) the strength of cross-modal perception is affected more by gestural expression than by the expressions of a singing voice, and (2) the appropriateness of cross-modal perception is affected by expressive combinations between singing voice and gestures in personified expressions. As a promising solution, we propose balancing a singing voice and gestural expressions by expanding and correcting the width and shape of the curve of expressive strength in the singing voice.
Tomoko Yonezawa, Noriko Suzuki, Shinji Abe, Kenji Mase, Kiyoshi Kogure
ICMI2
2006 Multimedia Database of Meetings and Informal Interactions for Tracking Participant Involvement and Discourse Flow
Nick Campbell 0001, Toshiyuki Sadanobu, Masataka Imura, Naoto Iwahashi, Noriko Suzuki, Damien Douxchamps
LREC5
2005 Gradually changing expression of singing voice based on morphing
abstract
We have developed a method for synthesizing a singing voice by gradually changing the musical expression based on speech morphing. This paper shows the advantages of this method in comparison with the approach of binary discrete transformation between two expressions, confirmed by statistical analyses of perception tests. In order to synthesize different expressional strengths of a singing voice, a "normal" (without expression) voice of a particular singer is used as the base of morphing, and three different expressions, "dark," "whispery" and "wet," are used as the target. Through our experiments, we confirmed i) the proposed morphing algorithm effectively interpolates the expressional strength of a singing voice, ii) an approximate equation of the perceptual sense can be used to calculate the morph ratio at a perceptually linear interval, and iii) our gradual transformation method can generate a natural singing voice from the interpolation of two different expressions.
Tomoko Yonezawa, Noriko Suzuki, Kenji Mase, Kiyoshi Kogure
INTERSPEECH2
2005 Special issue on subtle expressivity for characters and robots
Noriko Suzuki, Christoph Bartneck
Int. J. Hum. Comput. Stud.1
2004 Alignment of human prosodic patterns for spoken dialogue systems
abstract
An adaptive speech recognizer is a key function in the design of a robust spoken dialogue system. Our research focuses on the human tendency of prosodic alignment to one’s conversational partners. A spoken dialogue system might be able to exploit this human tendency to implicitly influence people to manage their speech at the prosodic level in order to accommodate its recognition capabilities. Consequently, this would decrease recognition errors. Prosodic alignment in human-computer interaction has been studied as part of the problems of personality alignment in the context of animated conversational characters. The present study examines human prosodic alignment tendency at more micro level, and explores whether people’s speech amplitude and pause length align to those of computer generated voices within a dialogue exchange. We found that people exhibit spontaneous short-term alignment of speech prosody to the slight prosodic changes in a computer’s voice within a session, even without the help of animated conversational characters.
Noriko Suzuki, Yasuhiro Katagiri
INTERSPEECH1
2004 Effect of voice prosody on the decision making process in human-computer interaction
abstract
This paper examines whether humans perceive additional meaning in computer utterances with different voice prosody and change their decisions based on such interaction if the prosodic differences carry informational significance. We conduct a route selection experiment in which participants were asked to find a route to a goal in a 3-D maze generated by computer graphics. The maze system occasionally outputs a confirmation in response to the participant’s choice of a route at a junction. The prosodic characteristics of the confirmation utterances reflect whether the route selected is right for reaching the goal in a normal alley or wrong, leading to a dead end. In this experiment, participants are able to recognize the prosodic meaning and successfully make a decision that leads to a route through the maze. This result suggests that participants can perceive the differences in pitch range of the confirmation voice, and used the pitch range in reselecting their route. Furthermore, wide pitch range confirmation voice indicates a dead end resulted in a higher reselection ratio. This suggests that participants gave a negative interpretation to wider pitch range responses.
Yohei Yabuta, Yasuhiro Katagiri, Noriko Suzuki, Yugo Takeuchi
INTERSPEECH3
2004 Social effects of the speed of hummed sounds on human-computer interaction
Noriko Suzuki, Yugo Takeuchi, Michio Okada
Int. J. Hum. Comput. Stud.1
2003 An Analysis of Participation Structure in Conversation Based on Interaction Corpus of Ubiquitous Sensor Data
Mayumi Bono, Noriko Suzuki, Yasuhiro Katagiri
INTERACT2
2003 Effects of voice prosody by computers on human behaviors
Noriko Suzuki, Yohei Yabuta, Yugo Takeuchi, Yasuhiro Katagiri
INTERSPEECH1
2003 Effects of echoic mimicry using hummed sounds on human-computer interaction
Noriko Suzuki, Yugo Takeuchi, Kazuo Ishii, Michio Okada
Speech Commun.1
2001 Social Effects on Human-Computer Interaction of Simultaneous Utterances with Inarticulate Sounds
Noriko Suzuki, Yugo Takeuchi, Michio Okada
INTERACT1
2001 Social effects on vocal rate with echoic mimicry using prosody-only voice
Noriko Suzuki, Yugo Takeuchi, Michio Okada
INTERSPEECH1
2000 Psychological Effects Derived from Mimicry Voice Using Inarticulate Sounds
Noriko Suzuki, Yugo Takeuchi, Michio Okada
PRICAI1
1999 Social bonding in talking with social autonomous creatures
abstract
This paper describes the development of a portable speech interpreter by which the user can look for words and relating sentences easily using his/her voice. The prototype uses a RISC microprocessor for the embedded use, resulting in a compact body of 15cm(W) and 6cm(H). The voice user interface is helpful, especially in small devices, but it has a serious problem related to the recognition errors. The total user interface must be designed carefully to minimize the inconvenience caused by the recognition errors. We have developed an interface in which the confinement of the dictionary realizes the quick and accurate recognition, and the syllable correction procedure provides an easy way to correct recognition errors. These features make it possible to input any words, which are found in a standard Japanese dictionary. Experimental evaluations show that the N-best recognition rate for words and syllables are acceptable.
Michio Okada, Noriko Suzuki, Masaaki Date
EUROSPEECH2
1999 Evaluation of affiliation in interaction with autonomous creatures
abstract
The paper presents an evaluation method to assess impressions toward a computer-generated creature through human-computer interaction. The aim of our study is to construct a mechanism on a computer to realize empathic interaction between humans and creatures. In this paper, we examine the e ect on personality cognition of a virtual creature when the creature replies with di erent timing to a human utterances. The creature has an abstract appearance and a non-linguistic voice. We control the following three conditions for timing of the creature's response: a) alternation, b) overlap, and c) neutral condition. As a result, we found that the evaluation value of the alternation condition shows more positive behavior than that of the overlap and neutral conditions when the creature has the above features.
Noriko Suzuki, Yugo Takeuchi, Kazuo Ishii, Michio Okada
EUROSPEECH1
1998 Situated dialogue coordination for spoken dialogue systems
abstract
In this paper, we present a general framework and architecture for maintaining dialogue coordination in spoken dialogue systems, in which intended behaviors and goals are incrementally performed during the course of maintaining dialogue coordination. The dialogue structure emerges as a result from interaction between user and the dialogue system. The key feature of this design for the systems is to use multiple situated-agents for coordinating communicative acts that are realized as a hierarchy of autonomous behaviors by using a subsumption architecture. In this architecture it should be noted that the lower-level behaviors act autonomously for maintaining the dialogue coordination and are linked to the specifications from higher-level behaviors for dialogue management. In order to make the behavior of the system social, in general, the maintaining of dialogue coordination takes priority over the realization of intended goals of the system as a dialogue participant. We introduce an under-specification strategy for controlling the preference of the concurrent behaviors. This is in contrast to the classical, top-down approach to dialogue coordination.
Michio Okada, Noriko Suzuki, Jacques M. B. Terken
ICSLP2
1998 Organizing self-motivated dialogue with autonomous creatures
abstract
This paper discusses the effectiveness of human-computer interaction in our prototype system “Talking Eye”, which is based on social behaviors in self-motivated dialogue. Talking Eye system consists of autonomous creatures having the emergent computation architecture with the advantage of selfmotivated dialogue. We performed an experiment using subject’s impression to illustrate the effectiveness of selfmotivated dialogue with the Talking Eye system. The result was obtained that they could find personal nature during interaction even if they could not accomplish their conversational purpose. The main goal of this work is to build a mechanism for autonomous creatures that promotes a more consensual feeling through its interaction with humans.
Noriko Suzuki, Kazuo Ishii, Michio Okada
ICSLP1
1997 Chatting with interactive agent
Noriko Suzuki, Seiji Inokuchi, Kazuo Ishii, Michio Okada
EUROSPEECH1