大澤 博隆 (オオサワ ヒロタカ)

Osawa, Hirotaka

写真a

所属(所属キャンパス)

理工学部 管理工学科 (矢上)

職名

准教授

HP

 

研究分野 【 表示 / 非表示

  • 情報通信 / 知覚情報処理 (知覚情報処理・知能ロボティクス)

研究キーワード 【 表示 / 非表示

  • ヒューマンインタフェース

  • ヒューマンエージェントインタラクション

  • ヒューマンロボットインタラクション

  • 擬人化

 

著書 【 表示 / 非表示

  • 人とロボットの<間>をデザインする

    今井 倫太、大澤 博隆, 2007年12月

論文 【 表示 / 非表示

  • Visions of Artificial Intelligence and Robots in Science Fiction: a computational analysis

    Osawa H., Miyamoto D., Hase S., Saijo R., Fukuchi K., Miyake Y.

    International Journal of Social Robotics (International Journal of Social Robotics)  2022年

    ISSN  18754791

     概要を見る

    Driven by the rapid development of artificial intelligence (AI) and anthropomorphic robotic systems, the various possibilities and risks of such technologies have become a topic of urgent discussion. Although science fiction (SF) works are often cited as references for visions of future developments, this framework of discourse may not be appropriate for serious discussions owing to technical inaccuracies resulting from its reliance on entertainment media. However, these science fiction works could help researchers understand how people might react to new AI and robotic systems. Hence, classifying depictions of artificial intelligence in science fiction may be expected to help researchers to communicate more clearly by identifying science fiction elements to which their works may be similar or dissimilar. In this study, we analyzed depictions of artificial intelligence in SF together with expert critics and writers. First, 115 AI systems described in SF were selected based on three criteria, including diversity of intelligence, social aspects, and extension of human intelligence. Nine elements representing their characteristics were analyzed using clustering and principal component analysis. The results suggest the prevalence of four distinctive categories, including human-like characters, intelligent machines, helpers such as vehicles and equipment, and infrastructure, which may be mapped to a two-dimensional space with axes representing intelligence and humanity. This research contributes to the public relations of AI and robotic technologies by analyzing shared imaginative visions of AI in society based on SF works.

  • Tele-Nininbaori: Intentional Harmonization in Cybernetic Avatar with Simultaneous Operation by Two-persons

    Osawa H., Sono T.

    HAI 2021 - Proceedings of the 9th International User Modeling, Adaptation and Personalization Human-Agent Interaction (HAI 2021 - Proceedings of the 9th International User Modeling, Adaptation and Personalization Human-Agent Interaction)     235 - 240 2021年11月

     概要を見る

    Advances in technology have made it possible for people who could not participate in work due to difficulties in social participation to work. It is becoming easier for people who have lost their abilities due to the decline in their abilities as a result of aging or due to some kind of disability to enter work remotely. However, the lack of capacity of these people hinders the implementation of the task. In order to compensate for the lack of human ability and promote remote participation in society, the idea of supplementing a part of remote human ability has been proposed as in Cybernetic Avatar. However, it is not easy to automate the capabilities required at work. In this study, the authors propose a remote-controlled avatar method for people who lack the ability to temporarily borrow the ability of others. The study looked at the models needed for these avatars, and created a prototype to see what problems could arise when working. As a result of the verification, three gestures were observed: symbol gesture, motion gesture, and shape gesture. In addition, as the intention arbitration between the two is performed smoothly, it was observed that the intention arbitration changes from the motion gesture to the symbol gesture.

  • Emergence of Cooperative Impression With Self-Estimation, Thinking Time, and Concordance of Risk Sensitivity in Playing Hanabi

    Osawa H., Kawagoe A., Sato E., Kato T.

    Frontiers in Robotics and AI (Frontiers in Robotics and AI)  8 2021年10月

     概要を見る

    The authors evaluate the extent to which a user’s impression of an AI agent can be improved by giving the agent the ability of self-estimation, thinking time, and coordination of risk tendency. The authors modified the algorithm of an AI agent in the cooperative game Hanabi to have all of these traits, and investigated the change in the user’s impression by playing with the user. The authors used a self-estimation task to evaluate the effect that the ability to read the intention of a user had on an impression. The authors also show thinking time of an agent influences impression for an agent. The authors also investigated the relationship between the concordance of the risk-taking tendencies of players and agents, the player’s impression of agents, and the game experience. The results of the self-estimation task experiment showed that the more accurate the estimation of the agent’s self, the more likely it is that the partner will perceive humanity, affinity, intelligence, and communication skills in the agent. The authors also found that an agent that changes the length of thinking time according to the priority of action gives the impression that it is smarter than an agent with a normal thinking time when the player notices the difference in thinking time or an agent that randomly changes the thinking time. The result of the experiment regarding concordance of the risk-taking tendency shows that influence player’s impression toward agents. These results suggest that game agent designers can improve the player’s disposition toward an agent and the game experience by adjusting the agent’s self-estimation level, thinking time, and risk-taking tendency according to the player’s personality and inner state during the game.

  • Negotiation in Hidden Identity: Designing Protocol for Werewolf Game

    Osawa H., Otsuki T., Aranha C., Toriumi F.

    Studies in Computational Intelligence (Studies in Computational Intelligence)  958   87 - 102 2021年

    ISSN  1860949X

     概要を見る

    The automation of complex negotiations is required to coordinate various AIs. In complex negotiations, the goals of each agent may not be shared because some agents may benefit from not disclosing their own information during negotiation. This uncooperative situation requires an agent to have the ability to infer the intention of the others from the communication, and also to persuade the others through communication. Such negotiation in hidden identity is a pioneering area on negotiation research. In the past, the authors have proposed an AI competition in the Werewolf game in order to research negotiation in hidden identity. To eliminate noise caused by the difficulty of handling natural language, it is necessary to create a model of communication between agents in such a competition. In this paper, we analyze the elements necessary for communication between agents in the Werewolf game and design the protocol between agents based on this analysis.

  • Concordance of Risk Tendency Increases User's Satisfaction: Verification of Agents in Cooperative Game Hanabi

    Kawagoe A., Osawa H.

    HAI 2020 - Proceedings of the 8th International Conference on Human-Agent Interaction (HAI 2020 - Proceedings of the 8th International Conference on Human-Agent Interaction)     140 - 148 2020年11月

     概要を見る

    The game agents in cooperative game must be not only intelligent but also acceptable to the player to provide a good game experience. A particularly important factor in implementing an acceptable agent is to make the risk-taking tendency closer to the player. People tend to be attracted to people who has same preference and make similar behavior with themselves. Thus, it is estimated that people are also attracted to cooperative game agents who has same tendency. In this study, we implemented two agents with different risk-taking tendencies. Participants evaluated gameplay with each agent. As a result, Participants with a high-risk taking tendency perceived that agents with a high-risk taking tendency understood the rules of the game more. And vice versa. This suggests that it is possible to improve the player's game experience by making the agent's risk tendency similar to the player's one.

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総説・解説等 【 表示 / 非表示

  • Hai 2021 chairs welcome

    Ogawa K., Yonezawa T., Lucus G.M., Osawa H., Johal W., SHiomi M.

    HAI 2021 - Proceedings of the 9th International User Modeling, Adaptation and Personalization Human-Agent Interaction (HAI 2021 - Proceedings of the 9th International User Modeling, Adaptation and Personalization Human-Agent Interaction)   2021年11月

  • HAI 2020 Chairs' Welcome

    Obaid M., Mubin O., Nagai Y., Osawa H., Abdelrahman Y., Fjeld M.

    HAI 2020 - Proceedings of the 8th International Conference on Human-Agent Interaction (HAI 2020 - Proceedings of the 8th International Conference on Human-Agent Interaction)     III - IV 2020年11月

  • Guest Editorial: Social and human aspects of cyber-physical systems

    Hu J., Liang R., Shih C., Catala A., Marcenaro L., Osawa H.

    IET Cyber-Physical Systems: Theory and Applications (IET Cyber-Physical Systems: Theory and Applications)  4 ( 3 ) 187 - 188 2019年09月

  • Introduction

    Kano Y., Aranha C., Inaba M., Toriumi F., Osawa H., Katagami D., Otsuki T.

    AIWolfDial 2019 - Proceedings of the 1st International Workshop of AI Werewolf and Dialog System, Proceedings of the Workshop (AIWolfDial 2019 - Proceedings of the 1st International Workshop of AI Werewolf and Dialog System, Proceedings of the Workshop)   2019年

 

担当授業科目 【 表示 / 非表示

  • Webインテリジェンス論

    2022年度

  • 管理工学輪講

    2022年度

  • 管理工学実験・演習3

    2022年度

  • 開放環境科学課題研究

    2022年度

  • 開放環境科学特別研究第2

    2022年度

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