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Buildings viewed through the window of another high building sometimes appear to shrink when we walk towards them. We refer to this phenomenon as the 'shrinking building illusion' and conducted a quantitative investigation to elucidate its underlying mechanisms. We created a virtual scenario to test the illusion using three-dimensional computer graphics.(More)
Over the last 100 years, numerous studies have examined the effective visual stimulus properties for inducing illusory self-motion (known as vection). This vection is often experienced more strongly in daily life than under controlled experimental conditions. One well-known example of vection in real life is the so-called 'train illusion'. In the present(More)
In the uncanny valley phenomenon, the causes of the feeling of uncanniness as well as the impact of the uncanniness on behavioral performances still remain open. The present study investigated the behavioral effects of stimulus uncanniness, particularly with respect to speeded response. Pictures of fish were used as visual stimuli. Participants engaged in(More)
Interpersonal touch is said to have significant effects on social interaction. We used the ultimatum game to examine whether touch from a robot could inhibit a negative feeling to the robot. We set two experimental conditions: the one was "touch condition" in which unfair proposals were offered to a participant when a robot touched his/her arm and the other(More)
Radial lines of Ehrenstein patterns induce illusory scintillating lustre in gray disks inserted into the central gaps (scintillating-lustre effect). We report a novel variant of this illusion by replacing the radial lines with white and black radial fins. Both white and gray disks inserted into the central gaps were perceived as scintillating, if the ratio(More)
We can easily recognize human movements from very limited visual information (biological motion perception). The present study investigated how upper and lower body areas contribute to direction discrimination of a point-light (PL) walker. Observers judged the direction that the PL walker was facing. The walker performed either normal walking or hakobi, a(More)
An ability to distinguish animate things from inanimate things is essential for our social cognition. In this study, we investigated the differences in brain activity between when interacting with an animate thing and when interacting with an artificial thing. We recorded EventRelated Potentials under two conditions; eight participants reached an animate(More)
We experimentally examined whether differences in the manner of interacting with a moving robot (actually operating it vs. only observing its motions) influenced animacy perception and whether the strength of this influence could be changed in relation to the robot’s motions, which exhibited a degree of goal-directedness. We found that perceived animacy was(More)