RacketAvatar that expresses intention of avatar and user

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This paper provides a video prototype about a RacketAvatar that expresses the intention through the motion. The avatar can have two characters, the racket itself and a user who has the one. This ambiguous character can create a new relationship between a human and a robot avatar. The merit of animating a racket the user has is that it can communicate through haptic feedback in addition to visual feedback.

Original languageEnglish
Title of host publicationHRI 2017 - Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction
PublisherIEEE Computer Society
Pages44
Number of pages1
VolumePart F126657
ISBN (Electronic)9781450348850
DOIs
Publication statusPublished - 2017 Mar 6
Event12th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2017 - Vienna, Austria
Duration: 2017 Mar 62017 Mar 9

Other

Other12th Annual ACM/IEEE International Conference on Human-Robot Interaction, HRI 2017
CountryAustria
CityVienna
Period17/3/617/3/9

Keywords

  • augmented sports
  • racketavatar
  • sports interaction

ASJC Scopus subject areas

  • Artificial Intelligence
  • Human-Computer Interaction
  • Electrical and Electronic Engineering

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  • Cite this

    Masai, K., Sugiura, Y., Imai, M., & Sugimoto, M. (2017). RacketAvatar that expresses intention of avatar and user. In HRI 2017 - Companion of the 2017 ACM/IEEE International Conference on Human-Robot Interaction (Vol. Part F126657, pp. 44). IEEE Computer Society. https://doi.org/10.1145/3029798.3036668