This paper presents a process to build a classifier in a data-driven way for recognizing engagement of children in a robot-based math quiz game. The process consists of collecting video recordings from HRI experiments; annotating the social signals and engagement states via video analysis; extracting feature vectors from the annotations and training… (More)
The purpose of this study was to compare the dietary habits, nutrient intake, bone mineral density (BMD) and bone metabolism in Korean male collegians as related to smoking situation. One hundred sixty one young adult males at the age of 20-26 participated in this study. The subjects were divided into four groups: non smoker (n=42), light smoker (n=34),… (More)
This work-in-progress video introduces SiCi (smart ideas for creative interplay), an authoring tool to create new type of robot contents by combining interactions among multimedia entities in the virtual world with robots in the real world.
The children who suffer from psychological and emotional disorder are unaccustomed to cooperation, shared meaning, sympathy, empathy, and magnanimity. In recent, several attempts has been tried at increasing children's social skills by emotional role-playing game with robots because the robotic system can offer dynamic, adaptive and autonomous interaction… (More)
This demonstration introduces SiCi (Smart ideas for Creative interplay) that brings a single-body robot to life by delivering a variety of contents and then fosters children's creativity and innovation in education.
With the development of information technologies, computers play an important role in education and have been widely used for after-school activities. The students are also able to use computer-aided learning content anytime and anywhere due to the development of computer network technologies. Recently, there are efforts in using robots as one of devices to… (More)
Flocking behaviors are used in games and computer graphics for realistic simulation of massive crowds. Simulation of massive crowds in real time is a computationally intensive task. This intensity mostly comes from the O(n 2) complexity of the traversal algorithm. It is because each agent in crowd has to decide for itself which neighbors fall into its… (More)