• Title/Summary/Keyword: Humanlike

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Nature as a Model for Mimicking and Inspiration of New Technologies

  • Bar-Cohen, Yoseph
    • International Journal of Aeronautical and Space Sciences
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    • v.13 no.1
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    • pp.1-13
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    • 2012
  • Over 3.8 billion years, through evolution nature came up with many effective continually improving solutions to its challenges. Humans have always been inspired by nature capabilities in problems solving and innovation. These efforts have been intensified in recent years where systematic studies are being made towards better understanding and applying more sophisticated capabilities in this field that is increasingly being titled biomimetics. The ultimate challenge to this field is the development of humanlike robots that talk, interpret speech, walk, as well as make eye-contact and facial expressions with some capabilities that are exceeding the original model from nature. This includes flight where there is no creature that is as large, can fly as high, carry so heavy weight, fly so fast, and able to operate in extreme conditions as the aircraft and other aerospace systems. However, there are many capabilities of biological systems that are not feasible to mimic using the available technology. In this paper, the state-of-the-art of some of the developed biomimetic capabilities, potentials and challenges will be reviewed.

Uncanny Valley: Relationships Between Anthropomorphic Attribution to Robots, Mind Perception, and Moral Care (불쾌한 골짜기: 로봇 속성의 의인화, 마음지각 및 도덕적 처우의 관계)

  • Shin, Hong Im
    • Science of Emotion and Sensibility
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    • v.24 no.4
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    • pp.3-16
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    • 2021
  • The attribution of human traits, emotions, and intentions to nonhuman entities such as robots is known as anthropomorphism. Two studies were conducted to check whether human-robot interaction is affected by anthropomorphic framing of robots. In Study 1, participants were presented with pictures of robots that varied in human similarity in appearance. According to the results, uncanny feelings toward a robot increased with the higher levels of human similarity. Furthermore, as the level of mind attribution increased, participants tended to attribute more humanlike abilities to nonhuman agents. In Study 2, a robot was described as either a machine-like robot or a humanlike robot in a priming story; then, it was examined whether significant differences exist in mind attribution and moral care. The participants tended to perceive robots as more humanlike in the mind attribution when anthropomorphism was used in a robot's behavior, according to the findings. Furthermore, in the condition of increased anthropomorphism, a higher level of moral care could be observed compared with that in the other condition. This means that humanlike appearances may increase uncanny feelings, whereas anthropomorphic attribution may facilitate social interactions between humans and robots. Limitations as well as the implications for future research are discussed.

If I Only Have My Cat in This World: Impacts of Loneliness on Anthropomorphism and Dehumanization (이 세상에 내 고양이만 있으면: 외로움이 의인화 및 비인간화에 주는 영향)

  • Shin, Hong-Im
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.23-34
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    • 2020
  • Loneliness is an unpleasant experience due to the human need for social connection. Anthropomorphism is the attribution of human traits, emotions, and intentions to nonhuman entities. The inverse process of anthropomorphism is dehumanization in which individuals treat humans like animals or objects. Two studies were conducted to investigate whether relationships exist among loneliness, anthropomorphism, and dehumanization. In Study 1, loneliness was measured via self-reports, and an anthropomorphism task was introduced to examine the extent to which subjective experiences of loneliness related to the tendency to describe nonhuman agents with humanlike characteristics. According to the results, lonelier participants attributed more humanlike capacities to computers and cats. Study 2 examined whether significant differences emerged in anthropomorphism and dehumanization between the experimental condition of loneliness and the control condition. After having been induced to the emotion of loneliness using an experimental writing task, the participants tended to perceive nonhuman agents to be more humanlike in the condition of loneliness than in the control condition. Moreover, there was a stronger tendency of dehumanization toward other humans in the condition of loneliness than in the control condition. There was also higher levels of negatively biased perceptions of neighborhood characteristics. This scenario implies that anthropomorphism is related to sociality motivation, which is the need for social connection through establishing bonds with nonhumans, and may result in the dehumanization and emotional experiences of other humans.

Development of Anthropomorphic Robotic Joint (인간형 로봇관절의 개발)

  • Ryu, Seong-Mu;Baek, Sang-Hun;Choe, Hyeok-Ryeol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.1
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    • pp.89-97
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    • 2001
  • In this paper, we present a new two-dof anthropomorphic joint mechanism that enables to mimic the humanlike motion. The proposed mechanism, called Double Active Universal Joint(DAUJ), generates a two-dof swivel motion without rolling by the coupled motion of two independent motor. In addition, we perform basic experiments to confirm the effectiveness of the proposed mechanism and the results are reported.

Development of Anthropomorphic Robot Hand SKK Robot Hand I

  • Taehun Kang;Park, Hyoukryeol;Kim, Moonsang
    • Journal of Mechanical Science and Technology
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    • v.17 no.2
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    • pp.230-238
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    • 2003
  • In this paper, a three-fingered anthropomorphic robot hand, called SKK Robot Hand 1, is presented. By employing a two-DOF joint mechanism, called Double Active Universal Joint (abbreviated as DAUJ from now on) as its metacarpal joint, the hand makes it possible to mimic humanlike motions. We begin with addressing the motivation of the design and mention how the anthropomorphic feature of a human is realized in the design of SKK Hand I Also, the mechanism of the hand is explained in detail, and advantages in its modular design are discussed. The proposed hand is developed for use as a testbed for dextrous manipulation. It is expected to resolve the increasing demand for robotic applications in unstructured environments. We describe its hardware construction as well as the controller structure including the preliminary results of experiments.

Comparison Head-Neck Movement and Neck Injury Criteria of BiRIDII in Rear-impact Sled Test (후방추돌시 BioRIDII 머리-목의 거동과 목상해지수와의 비교)

  • Kim, Si-Woo;Shim, So-Jung;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.18 no.1
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    • pp.51-57
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    • 2010
  • In recent years, a large number of study for rear impact has been conducted and as a result of study, researchers proposed the neck injury criteria and test procedures. But many questions, related to injury criteria and dummy biomechanical levels, remain unresolved. In recently reports, rear impact motions of BioRIDIIg is not humanlike but better than other dummy(HybridIII, RID3d). So, in this paper, 4 times sled test would be done to find the substitutable neck injury criteria in BioRIDIIg. To review corelation trend with neck injury critera and head-neck movement, we compared with recently announced neck injury criteria(NIC, Nkm, T1 ect.) and head-neck X-direction movement in BioRIDIIg. Finally, we find the head-neck X-direction movement on head C.G to T1 point may be considerable as the additional neck injury criteria.

Establishment of optimal decellularization conditions using porcine placenta

  • Son, Ji Hyung;Kim, Dae-Jung;Lee, Dong-Mok;Seo, Byoung Boo
    • Journal of Animal Reproduction and Biotechnology
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    • v.36 no.4
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    • pp.253-260
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    • 2021
  • Organ transplantation is currently the most fundamental treatment for organ failure, but there is a shortage of organ supply compared to those in need. Regenerative medicine has recently developed a decellularization technique that overcomes the limitations of conventional organ transplantation and attempts to reconstruct damaged tissues or organs to their normal state. Several decellularization methods have been suggested. In this experiment, the decellularization methods were used to find effective decellularization methods for humanlike porcine placenta. The optimal conditions for decellular support are low DNA content and high glycos amino glycans (GAGs) and collagen content. In order to satisfy this condition, SDS and Triton X-100 and SDS + Triton X-100 were used as the detergent used for decellularization in this experiment. The contents were compared according to the decellularization time (0, 12, 24, 48 and 72 hours), and the concentrations of SDS (0.2, 0.5, 0.7 and 1.0%) were mixed in 1.0% Triton X-100 to analyze the contents. When decellularized using SDS and Triton X-100, respectively, it was confirmed that the contents of DNA and GAGs were opposite to each other. And decellularization treatment for 24 hours at 0.5% SDS was able to obtain an effective decellular support. If decellularization studies of various detergents can be obtained an effective decellular support, and furthermore, cell culture experiments can confirm the effect on the cells.

Students' Perception of Smart Learning in Distance Higher Education (스마트러닝에 대한 원격대학 학습자의 인식)

  • Choi, Hyoseon;Woo, Younghee;Jung, Hyojung
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.584-593
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    • 2013
  • The purpose of this research is to analyze students' perception of smart learning focusing on its definitions, roles and values in distance higher education. In the online survey, 1,950 students of 'A' open university were participated. The results show that the students viewed the smart learning to be more 'absorbing', 'interactive' and 'collaborative' than the existing e-learning, as it compiles their experiences into learning. However, the respondents' perceptions of smart learning varied among different age groups: more students in their 40s and 50s responded that smart learning was 'customized', 'humanlike', 'interactive', 'comfortable', 'stable', 'familiar', 'unstressful', and 'practical' than students in their 20s and 30s, and they tend to view the main feature of smart learning to be the compilation of learner experiences.

A Study on the Exploration of Anthropomorphism during the Product Usage : Focusing on the Cultural Difference of Mobile Phone, MP3 Player, TV, Refrigerator Users in Germany and India (디지털 기기의 의인화 경험 요소 파악에 관한 연구 : 독일, 인도의 핸드폰, MP3 플레이어, TV, 냉장고 사용자에 대한 문화적 차이를 중심으로)

  • Kim, So-Lyung;Lee, In-Seong;Lee, Ki-Ho;Choi, Gi-Woong;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.185-192
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    • 2008
  • 지난 몇 년간 HCI 분야에서 사용자 경험 (User Experience)이라는 용어는 전통적 의미의 사용성부터 심미적, 유희적, 감성적 그리고 기술 사용을 포함하는 사용의 전반적인 경험을 일컫게 되었다. 기술 성숙과 더불어 제품의 빈번한 상호작용으로 인해, 사용자는 제품의 도구적 의미의 유용성과 사용성에 대한 기대 충족 뿐만 아니라, 심미성, 감성 등 사용자의 내재적 가치까지 만족시켜주길 원한다. 본 연구는 사용자의 실용적인 목적 뿐만 아니라, 내재적 가치까지도 고려한 전체 사용자 경험 연구를 위해, 제품의 '도구적 요구 관점' 과 '비도구적 요구 관점' 을 함께 고려하고자 한다. 비인간 대상을 사람으로 간주하는 의인화 (Anthropomorphism) 연구에서는 대상을 도구적임과 동시에 비도구적으로 대하려는 현상을 보여준다. 이런 의인화 연구들을 착안하여, 본 연구는 의인화의 의의와 도출 과정을 살펴보고 HCI 분야에서 왜 의인화 관점의 연구가 중요한지, 사용자들은 언제 어떻게 사용하는 제품을 의인화하려는지 다른 분야의 의인화와 비교 설명하려 한다. [연구 1]에서는 2 개국 (독일, 인도) 에서 4 개의 디지털 기기 (핸드폰, MP3 플레이어, TV, 냉장고) 사용자를 대상으로 Contextual Interview 를 실시 후, 분석하여 국가별 디지털 기기 별 주요 의인화 요소들을 도출하였다. [연구 2]에서는 의인화 관점의 분석 결과가 문화적 차이에 따라 어떤 영향을 받는지를 검증하기 위해 [연구 1]의 통일 2 개국에 문화적 성향 측정을 위한 설문을 실시하였다. [연구 1]과 [연구 2]의 결과를 통해 HCI 분야에서의 의인화 관점 연구의 의의와 프레임웍을 설명하고, 문화적 차이를 반영한 제품의 의인화 가이드라인을 제시하고자 한다.

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If This Brand Were a Person, or Anthropomorphism of Brands Through Packaging Stories (가설품패시인(假设品牌是人), 혹통과고사포장장품패의인화(或通过故事包装将品牌拟人化))

  • Kniazeva, Maria;Belk, Russell W.
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.3
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    • pp.231-238
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    • 2010
  • The anthropomorphism of brands, defined as seeing human beings in brands (Puzakova, Kwak, and Rosereto, 2008) is the focus of this study. Specifically, the research objective is to understand the ways in which brands are rendered humanlike. By analyzing consumer readings of stories found on food product packages we intend to show how marketers and consumers humanize a spectrum of brands and create meanings. Our research question considers the possibility that a single brand may host multiple or single meanings, associations, and personalities for different consumers. We start by highlighting the theoretical and practical significance of our research, explain why we turn our attention to packages as vehicles of brand meaning transfer, then describe our qualitative methodology, discuss findings, and conclude with a discussion of managerial implications and directions for future studies. The study was designed to directly expose consumers to potential vehicles of brand meaning transfer and then engage these consumers in free verbal reflections on their perceived meanings. Specifically, we asked participants to read non-nutritional stories on selected branded food packages, in order to elicit data about received meanings. Packaging has yet to receive due attention in consumer research (Hine, 1995). Until now, attention has focused solely on its utilitarian function and has generated a body of research that has explored the impact of nutritional information and claims on consumer perceptions of products (e.g., Loureiro, McCluskey and Mittelhammer, 2002; Mazis and Raymond, 1997; Nayga, Lipinski and Savur, 1998; Wansik, 2003). An exception is a recent study that turns its attention to non-nutritional packaging narratives and treats them as cultural productions and vehicles for mythologizing the brand (Kniazeva and Belk, 2007). The next step in this stream of research is to explore how such mythologizing activity affects brand personality perception and how these perceptions relate to consumers. These are the questions that our study aimed to address. We used in-depth interviews to help overcome the limitations of quantitative studies. Our convenience sample was formed with the objective of providing demographic and psychographic diversity in order to elicit variations in consumer reflections to food packaging stories. Our informants represent middle-class residents of the US and do not exhibit extreme alternative lifestyles described by Thompson as "cultural creatives" (2004). Nine people were individually interviewed on their food consumption preferences and behavior. Participants were asked to have a look at the twelve displayed food product packages and read all the textual information on the package, after which we continued with questions that focused on the consumer interpretations of the reading material (Scott and Batra, 2003). On average, each participant reflected on 4-5 packages. Our in-depth interviews lasted one to one and a half hours each. The interviews were tape recorded and transcribed, providing 140 pages of text. The products came from local grocery stores on the West Coast of the US and represented a basic range of food product categories, including snacks, canned foods, cereals, baby foods, and tea. The data were analyzed using procedures for developing grounded theory delineated by Strauss and Corbin (1998). As a result, our study does not support the notion of one brand/one personality as assumed by prior work. Thus, we reveal multiple brand personalities peacefully cohabiting in the same brand as seen by different consumers, despite marketer attempts to create more singular brand personalities. We extend Fournier's (1998) proposition, that one's life projects shape the intensity and nature of brand relationships. We find that these life projects also affect perceived brand personifications and meanings. While Fournier provides a conceptual framework that links together consumers’ life themes (Mick and Buhl, 1992) and relational roles assigned to anthropomorphized brands, we find that consumer life projects mold both the ways in which brands are rendered humanlike and the ways in which brands connect to consumers' existential concerns. We find two modes through which brands are anthropomorphized by our participants. First, brand personalities are created by seeing them through perceived demographic, psychographic, and social characteristics that are to some degree shared by consumers. Second, brands in our study further relate to consumers' existential concerns by either being blended with consumer personalities in order to connect to them (the brand as a friend, a family member, a next door neighbor) or by distancing themselves from the brand personalities and estranging them (the brand as a used car salesman, a "bunch of executives.") By focusing on food product packages, we illuminate a very specific, widely-used, but little-researched vehicle of marketing communication: brand storytelling. Recent work that has approached packages as mythmakers, finds it increasingly challenging for marketers to produce textual stories that link the personalities of products to the personalities of those consuming them, and suggests that "a multiplicity of building material for creating desired consumer myths is what a postmodern consumer arguably needs" (Kniazeva and Belk, 2007). Used as vehicles for storytelling, food packages can exploit both rational and emotional approaches, offering consumers either a "lecture" or "drama" (Randazzo, 2006), myths (Kniazeva and Belk, 2007; Holt, 2004; Thompson, 2004), or meanings (McCracken, 2005) as necessary building blocks for anthropomorphizing their brands. The craft of giving birth to brand personalities is in the hands of writers/marketers and in the minds of readers/consumers who individually and sometimes idiosyncratically put a meaningful human face on a brand.