skip to main content
10.1145/3623809.3623832acmotherconferencesArticle/Chapter ViewAbstractPublication PageshaiConference Proceedingsconference-collections
research-article

Robot to Play Video Games Together

Published: 04 December 2023 Publication History

Abstract

This study proposes a communication robot that plays video games together with the user to create a fun atmosphere for a daily-use robot. In recent years, the lack of conversation in daily life has become a problem, and as a solution to this problem, a dialogue robot have attracted attention as a substitute for a human and as a means of encouraging daily speech. In this study, we propose a dialogue robot that plays a video game with a user in order to produce enjoyable daily communication with the robot. The proposed method not only controls the robot’s speech, but also controls the game development by manipulating the game characters. The proposed robot enhances a user’s enjoyment by adjusting the level of game manipulation to produce a competitive match and by speaking according to the game scene. A robot that produces speech that makes a player feel positive emotions is called a friendly robot. In order to examine the effects of these robots on a user’s enjoyment, we conducted an experiment with 30 subjects in which they were subjectively evaluated by questionnaires in two types of matches: with a friendly robot and alone. The results showed that robots were more enjoyable than playing alone.

References

[1]
Andrea Bonarini. 2020. Communication in Human-Robot Interaction. In Current Robotics Reports 1(2). Springer, 1–8.
[2]
Jane E. Clark, Ann K. Lanphear, and Carol C. Riddick. 1987. The effects of videogame playing on the response selection processing of elderly adults. In PloS one, Vol. 42. 82–85.
[3]
Daria J. Kuss Griffiths, Mark D. and Angelica B. Ortiz de Gortari. 2017. Videogames as therapy: an updated selective review of the medical and psychological literature. In International Journal of Privacy and Health Information Management (IJPHIM), Vol. 5. 71–96.
[4]
Julianne Holt-Lunstad, Timothy B. Smith, and J. Bradley Layton. 2010. Social Relationships and Mortality Risk: A Mental-analytic Review. In PLOS Medicine. PLOS, 1–20.
[5]
Yuta Hoshi, Yutaka Kaneko, Michihiro Uehara, Yuta Hagio, Yasuhiro Murasaki, Satoshi Nishimura, and Masao Yamamoto. 2020. Utterance Function for Companion Robot for Humans Watching Television. In 2020 IEEE International Conference on Consumer Electronics (ICCE). 1–5.
[6]
Huang Jizhou, Ming Zhou, and Dan Yang. 2007. Extracting Chatbot Knowledge from Online Discussion Forums. In IJCAI, Vol. 7. 423–428.
[7]
Tsujino Kosuke, Nakashima Yusuke, and Isoda Yoshinori. 2013. Speech Recognition and Spoken Language Understanding for Mobile Personal Assistants: A Case Study of" Shabette Concier. In 2013 IEEE 14th international conference on mobile data management, Vol. 2. IEEE, 225–228.
[8]
Ryo Mashimo, Tomohiro Umetani, Tatsuya Kitamura, and Akiyo Nadamoto. 2016. Human-Robots Implicit Communication based on Dialogue between Robots using Automatic Generation of Funny Scenarios from Web. In HRI ’16: The Eleventh ACM/IEEE International Conference on Human-Robot Interaction. 327–334.
[9]
Hidekazu Minami, Hiromichi Kawanami, Masayuki Kanbara, and Norihiro Hagita. 2016. Chat robot coupling machine responses and social media comments for continuous conversation. In 2016 IEEE International Conference on Multimedia and Expo Workshops (ICMEW). IEEE, 1–6.
[10]
Stefanos Nikolaidis, Minae Kwon, Jodi Forlizzi, and Siddhartha Srinivasa. 2018. Planning with Verbal Communication for Human-Robot Collaboration. In ACM Transactions on Human-Robot Interaction. ACM, 1–21.
[11]
Shogo Nishimura, Masayuki Kanbara, and Norihiro Hagita. 2019. Chat robot coupling machine responses and social media comments for continuous conversation. In HCII 2019: Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. Springer, 482–492.
[12]
Shogo Nishimura, Daiki Kimata, Wataru Sato, Masayuki Kanbara, Yuichiro Fujimoto, Hirokazu Kato, and Norihiro Hagita. 2020. Positive emotion amplification by representing excitement scene with TV chat agents. In Sensors, Vol. 20. 7330.
[13]
Statistics Bureau Ministry of Internal Affairs and Communications Japan. 2021. Statistical Handbook of Japan. Statistics Japan (2021), 1–213.
[14]
Esteban Ortiz-Ospina. 2019. The rise of living alone: how one-person households are becoming increasingly common around the world. 1–5.
[15]
Diogo Rato, Filipa Correia, André Pereira, and Rui Prada. 2023. The effects of videogame playing on the response selection processing of elderly adults. In International Journal of Social Robotics, Vol. 15. 37–57.
[16]
Colin Cherry Ritter, Alan and Bill Dolan. 2010. Unsupervised modeling of twitter conversations.
[17]
Richard S Wallace. 2009. The anatomy of ALICE. In Parsing the turing test. Springer, 181–210.
[18]
Zendel B. R. Konishi K. Benady-Chorney J. Bohbot V. D. Peretz I. West, G. L. and S. Belleville. 2017. Playing Super Mario 64 increases hippocampal grey matter in older adults. In PloS one, Vol. 12.
[19]
Fumitaka Yamaoka, Takayuki Kanda, Hiroshi Ishiguro, and Norihiro Hagita. 2006. How contingent should a communication robot be?. In HRI ’06: Proceedings of the 1st ACM SIGCHI/SIGART conference on Human-robot interaction. 313–320.

Cited By

View all

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
HAI '23: Proceedings of the 11th International Conference on Human-Agent Interaction
December 2023
506 pages
ISBN:9798400708244
DOI:10.1145/3623809
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 December 2023

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. HRI
  2. dialogue robot
  3. fun
  4. human-robot interaction
  5. video game

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Funding Sources

Conference

HAI '23

Acceptance Rates

Overall Acceptance Rate 121 of 404 submissions, 30%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)116
  • Downloads (Last 6 weeks)25
Reflects downloads up to 01 Nov 2024

Other Metrics

Citations

Cited By

View all

View Options

Get Access

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

HTML Format

View this article in HTML Format.

HTML Format

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media

  翻译: