TY - GEN
T1 - Fostering Cross-Cultural Research by Cross-Cultural Student Teams
T2 - 12th International Conference on Cross-Cultural Design, CCD 2020, held as part of the 22nd International Conference on Human-Computer Interaction, HCII 2020
AU - Berque, Dave
AU - Chiba, Hiroko
AU - Ohkura, Michiko
AU - Sripian, Peeraya
AU - Sugaya, Midori
N1 - Funding Information:
The International Research Experiences for Students (IRES) program is one of many programs supported by the United States National Science Foundation (NSF). As described by the NSF, the program supports “…international research and research-related activities for U.S. science and engineering students”. [13] The NSF further explains that the program “contributes to development of a diverse, globally-engaged workforce with world-class skills. IRES focuses on active research participation by undergraduate or graduate students in high quality international research, education and professional development experiences in NSF-funded research areas” [13].
Funding Information:
In the remainder of this paper, parts of which are adapted from our IRES proposal, we describe a collaboration between DePauw University in the United States and Shibaura Institute of Technology (SIT) in Japan. The collaboration is supported by a three-year $286,761 National Science Foundation IRES grant entitled “Involving Undergraduates in Research on Design and Cross-Cultural Perceptions of Cuteness in Robotic Gadgets”. The NSF grant provides funding for 12 DePauw students (four per summer in 2020, 2021 and 2022) to spend seven weeks in Japan collaborating with faculty and student researchers at SIT.
Funding Information:
Acknowledgements. This material is based upon work supported by the National Science Foundation under Grant No. OISE-1854255. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation.
PY - 2020
Y1 - 2020
N2 - As robotic gadgets, and eventually robots, become increasingly common in daily life, it is critical that roboticists design devices that are accepted across cultures. Previous studies have examined cross-cultural differences in robot acceptance based on various design characteristics. Similarly, prior studies have examined cross-cultural perceptions of kawaii (Japanese cuteness). Building on these two prior research strands, this paper reports on our developing approach, with support from a United States National Science Foundation (NSF) International Research Experiences for Undergraduates (IRES) grant, to use a cross-cultural, faculty-student design team to gain a deeper understanding of the role that kawaii (Japanese cuteness) plays in fostering positive human response to, and acceptance of, robotic gadgets across cultures. After explaining the motivation for the work, we outline our approach from both a technical and educational perspective. In doing so, we provide a case study that demonstrates how a cross-cultural design team involving students can simultaneously generate new knowledge and provide research training for future Human Computer Interaction professionals.
AB - As robotic gadgets, and eventually robots, become increasingly common in daily life, it is critical that roboticists design devices that are accepted across cultures. Previous studies have examined cross-cultural differences in robot acceptance based on various design characteristics. Similarly, prior studies have examined cross-cultural perceptions of kawaii (Japanese cuteness). Building on these two prior research strands, this paper reports on our developing approach, with support from a United States National Science Foundation (NSF) International Research Experiences for Undergraduates (IRES) grant, to use a cross-cultural, faculty-student design team to gain a deeper understanding of the role that kawaii (Japanese cuteness) plays in fostering positive human response to, and acceptance of, robotic gadgets across cultures. After explaining the motivation for the work, we outline our approach from both a technical and educational perspective. In doing so, we provide a case study that demonstrates how a cross-cultural design team involving students can simultaneously generate new knowledge and provide research training for future Human Computer Interaction professionals.
KW - Cross-cultural design
KW - Human-robot interaction
KW - Kawaii
UR - http://www.scopus.com/inward/record.url?scp=85088751275&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85088751275&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-49788-0_42
DO - 10.1007/978-3-030-49788-0_42
M3 - Conference contribution
AN - SCOPUS:85088751275
SN - 9783030497873
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 553
EP - 563
BT - Cross-Cultural Design. User Experience of Products, Services, and Intelligent Environments - 12th International Conference, CCD 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Proceedings
A2 - Patrick Rau, Pei-Luen
PB - Springer
Y2 - 19 July 2020 through 24 July 2020
ER -