Machine-Mediated Teaming: Mixture of Human and Machine in Physical Gaming Experience

要旨

Technological advancement has opened up opportunities for new sports and physical activities. We introduce a concept called {\it machine-mediated teaming}, in which a human and a surrogate machine form a team to participate in physical sports games. To understand the experience of machine-mediated teaming and the guidelines for designing the system to achieve the concept, we built a case study system based on tug-of-war. Our system is a sports game played by two against two. One team consists of a player who actually pulls the rope and another player who participates in the physical game by controlling the machine's actuators. We conducted user studies using this system to investigate the sport experience in this form and to reveal insights to inform future research on machine-mediated teaming. Based on the data obtained from the user studies, we clarified three perspectives, machine stamina, action space, and explicit feedback, that should be considered when designing future machine-mediated teaming systems. The research presented in this paper offers a first step towards exploring how humans and machines can coexist in highly dynamic physical interactions.

著者
Azumi Maekawa
The University of Tokyo, Tokyo, Japan
Hiroto Saito
The University of Tokyo, Tokyo, Japan
Daisuke Uriu
The University of Tokyo, Tokyo, Japan
Shunichi Kasahara
Sony CSL, Tokyo, Japan
Masahiko Inami
University of Tokyo, Tokyo, Japan
論文URL

https://dl.acm.org/doi/abs/10.1145/3491102.3517555

動画

会議: CHI 2022

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2022.acm.org/)

セッション: Cyborg Interactions

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5 件の発表
2022-05-04 01:15:00
2022-05-04 02:30:00