群体通信中通信激活系统的设计

Yoichi Matsuyama, Hikaru Taniyama, S. Fujie, Tetsunori Kobayashi
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引用次数: 10

摘要

我们的社会正面临着严重的问题:老龄化社会。日本的老年人口正在增加。特别是75岁以上的老人,预计到2030年将达到2000万。我们调查了日间护理中心,这是老年人护理的设施。我们意识到,在这些设施中,沟通本身就是必要的,积极的沟通甚至可以治愈抑郁症和痴呆症。因此,我们建议使用机器人作为交流激活器来解决这些问题,以提高群体交流的有效性。我们把群体沟通定义为由几个人组成的一种沟通方式。这一次,我们关注的是一款名为ldquoNandoku的娱乐游戏。Nandoku是一种问答形式,可以描述为与司仪(MC)的群体交流。本文阐述了本系统的需求和系统设计。系统总是选择自己的行为和目标(游戏的参与者)来最大化群体交流的活跃度。交流活跃度定义为几个主体(一般是三个:A、B、C)的参与程度,是利用摄像头信息根据参与者的面部方向计算得出的。例如,如果参与者A没有眼神交流,没有完全参与其中,系统就会选择一种行为,比如ldquoyou can answer, Mr.A?鼓励A参与游戏。我们在一家日托中心试验了这个系统。我们的研究结果表明,受试者的主观参与率完全提高了。这证明了机器人作为交流激活器在改善群体交流方面可以发挥实际作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing communication activation system in group communication
Our community is facing serious problem: aging society. The population of elderly people is now increasing in Japan. Especially over 75 years old people is estimated to be up to 20 million in 2030. We have investigated in one day care centers which are facilities for elderly care. And we realized that communication is needed for its own sake in these facilities and active communication can cure even depression and dementia. Therefore we propose to cope with these problems using a robot as a communication activator in order to improve the effectiveness of group communication. We define group communication as one of the type of communication which is formed by several persons. This time, we focus on a recreation game named ldquoNandoku.rdquo Nandoku is a type of quize which can be described as group communication with a master of ceremony (MC). In this paper, we describe requirement for this system and system design. The system always selects its behavior and target (a participant in the game) to maximize ldquocommunication activeness.rdquo Communication activeness is defined as amount of several subjectspsila(ordinary three: A, B, C) participation, which are calculated with participantspsila face direction using camera information. For instance, if participant A is not fully participating by not making eye contact, the system is expected to select one of the behaviors such as ldquoCan you answer, Mr.A?rdquo to encourage A to participate in the game. We experimented with the system in a daycare center. Our results show subjectspsila participation is totally increased. That offers evidence that the robot can serve a practical role in improving the group communication as a communication activator.
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