HCI is an expanse of research and practice in computer science embracing cerebral science and human being factors engineering. To consider human factors in design there is a dire need to understand the diversity it comes with, in social club to develop inclusive technologies. HCI has produced a dramatic case of how unlike epistemologies and paradigms tin can be brought together and integrated in a vibrant and productive intellectual project.The future of diversity and inclusion moves beyond thinking demographic diverseness to include cognitive variety - the blending of non only different backgrounds, identities, ethnicities, cultures, gender, perspectives and social structure but too the stereotypes and social scripts that are associated with them. In this paper we are analysing one such technology launched in Tokyo, Nihon and reflect upon the anticipated behaviours, deportment and consequences in the environs.

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A Report

on

GATEBOX

Submitted to the Faculty III

of University of Siegen

in Partial Fulfillment of the Requirements for the seminar

Diversity in HCI

past

Monica Singh-1460043

Mariam Lehmann-1458033

Saja Aljuneidi-1459816

Ahmad Hadidi-1455818

Nether the Supervision of

Mr. Michael Ahmadi

February, 2019

Conxts

1 Introduction one

i.i Thdue eastCharacteastwardr............................... 1

1.2 TheDeastwardsithoun ................................ 1

1.iii TheMarketinorthward1000 .............................. 2

i.iv TheTargetgroup............................. 2

2 Background three

2.1 TheVidue southion................................. 3

3 Social Scripts 4

iii.1 The Cultural Script concerning Gatebox . . . . . . . . . . . . . . . . four

3.2 The Emotional Script concerning Gatebox . . . . . . . . . . . . . . . 5

3.3 The Sexual Script concerning Gatebox . . . . . . . . . . . . . . . . . 5

3.4 The Gender Script apropos Gatebox . . . . . . . . . . . . . . . . . 6

3.5 The Technological Script concerning Gatebox . . . . . . . . . . . . . 7

4 A Disquisitional reflection on Gatebox 8

4.1 SocialStrateastwardyardieastdue south.............................. 8

4.1.one Breadth Dimension . . . . . . . . . . . . . . . . . . . . . . . . 8

4.1.2 Brandish Dimension . . . . . . . . . . . . . . . . . . . . . . . . 9

4.1.3 SearchDimenorthsiodue north......................... 9

4.1.iv Advice Dimension . . . . . . . . . . . . . . . . . . . . ten

4.ii SouthocialSouthwardo50utions.............................. 10

4.3 Gatebox every bit a double-edged sword . . . . . . . . . . . . . . . . . . . . 11

5 Limitations in research 13

6 Conclusion xiv

1

Abstract

HCI is an expanse of research and practice in computer science embracing cognitivdue east sci-

ence and human being factors applied science. To consider human factors in design in that location is

a dire need to empathize the diversity it comes with, in gild to develop inclusive

technologies. HCI has produced a dramatic example of how different epistemologies

and paradigms tin be brought together and integrated in a vibrant and productive

intellectual project.[1] The future of diversity and inclusion moves beyond thinking

demographic variety to include cognitive diversitythe blending of non only different

backgrounds, identities, ethnicities, cultures, gender, perspectives and social con-

struction but also the stereotypes and social scripts that are associated with them.

In this paper we are analysing one such technology launched in Tokyo, Nihon and re-

flect upon the predictable behaviours, actions and consequences in the environment.

i

Chapter ane

Introduction

The Gatebox is a virtual assistant that features an anime character projected inside

of a glass tube. This engineering science is inspired from Amazon repeat and siri simply none

can seemingly compare the experience provided by Azuma Hikari , the holographic

character that lives within the Gatebox.[two]

The product was adult by a Tokyo based Japanese beginning-up Vinclu and launched

in the market place in the year 2016.

1.1 The Graphic symbol

Gatebox comes with a bluish haired anime-character chosen Azuma Hikari. Azuma is

xx years erstwhile and 158 cm tall. She likes to watch anime as a hobby and her specialty

is making fried eggs. She is too listed as liking donuts and not liking insects. Her

dream is to help people who want to work hard. She was born to present to the user

a perfect Okaeri-Nasai (Japanese greeting on returning domicile) feel.[iii] Which

ways she is there emotionally and(or) physically for the owner to welcome him dorsum

home later work and give a sense of pleasure that someone is waiting for him.

1.2 The Design

With an evolved and futuristic sleek design, Gatebox has a projector that brings

Hikari (which means 'Light') to life. It has microphones, cameras and sensors to

find motion and temperature. Hikari hooks in and tin can control the smart home

equipment network. The face and phonation recognition sensors enable her to recognize

the user, then she can interact with users on a more than personal level.[iv] She can wakeast

1

CHAPTER 1. INTRODUCTION

them up, turn the lights on when arriving habitation and send text messages throughout

the 24-hour interval via a mobile application chosen Line.[5]

ane.three The Marketing

A limited-run model (the GTBX-1) of merely 300 units went on sale in 2016 and sold

out in just 1 month, despite costing approximately 300,000 yen (ca. 2400 Euro).

Recently in December 2018 GTBX-100 model has been launched costing 150,000 yen

i.eastward. half of the cost and double the functionalities to go far more than accessible to a

wider audience.[six]

The marketing strategy behind at such an expensive production claimed that when

people tin spend any amount of money on their life partner out of love, Gatebox

being their virtual girlfriend should not be any different. In Fact the number of orders

the company has been receiving since 2017 (and more than 3.5 meg hits on the

promotion video by the end of 2017), has fifty-fifty made it evident that people in Nihon

are happy to spend this amount to alive with a virtual home companion.[25]

1.4 The Target group

Unfortunately, but fortunately for the company, the Japanese culture of a hard work-

ing lifestyle that leaves people with little or no fourth dimension for a social relationship with

their fellow beings, yields a huge potential market for Gatebox as a virtual companion

that comes with no obligations to fill this emotional void.

Gatebox was designed especially for young single men, who are passionate about

anime and manga and share the vision of living with the favourite character. Some

articles proper noun the target grouping Otaku, who are seen every bit the nerds of the anime com-

munity and sometimes struggle with loneliness and social fear.[7]

OTAKU : [substantive] (in Nihon): a young person who is obsessed with computers or

particular aspects of pop culture to the detriment of their social skills. Otaku

are stereotypically male, which is probably why the Gatebox merely features a female

character.[8]

The investors believe that it would to be a good investment as in that location is a huge

audience of unattractive men who have had difficult thencial feel which has led

them to loneliness and social fearfulness.

2

Chapter 2

Background

Japan is the perfect instance of how in that location is an increasing number of people who

feel loneliness. A study by the National Establish of Population and Social

Security Research in Japan, which was conducted in 2016, focused on the marriages

and sexual habits of the Japanese people and showed that lx percent of unmarried

women and about 70 per centum of single men were not in any kind of relationship.

[ix] This human relationship crisis has spurred a multimillion-dollar virtual romance industry

which aims to fill the emotional void through technology.

The dream of creating a virtual companion dates back to founder Minori Takechis

childhood. Moving to Malawi at an early age and unable to speak the local linguistic communication,

Takechi ended up with no real friends at schoolhouse. Instead he found video games and

comic books as his haven and characters from these became his fictional friends. In

an interview he confirms that his thought behind this production was to envision it equally

a person who understands her husband and volition be there to back up him. Hikari

Azuma is promoted equally the married woman of the future.

2.ane The Vision

The reason why Gatebox was made is not only for amusement and efficiency. It was

likewise to let the user an opportunity and experience how living with their favourite

anime-characters would experience. The company dreams about the world of the future

where the favourite characters would always stay next to the user in a mixed real

and virtual globe.[10]

iii

Affiliate 3

Social Scripts

Social scripts are anticipated behaviours, actions and consequences in the environ-

ment because nosotros believe that different actors have different roles in the club. This

concept stems from sociology and anticipates certain behaviours from a certain gen-

der, sex activity or civilization in the given guild leading to gender/sexual/cultural/technological

scripts.

3.1 The Cultural Script concerning Gatebox

The Japanese working civilization is characterised by long working hours and leaving

the office earlier your boss is considered impolite. Working overtime has become a

substitute for working efficiently and a whole civilisation has evolved effectually enabling ab-

surdly long hours.[11] Some young Japanese piece of workers are literally working themselves

to death. This is known as Karoshi in Japan. [12]

This culture of workaholism has led to the work-life imbalance and consequent

rift in their social and emotional life due to lack of time to nurture the relationships

and cater to responsibilities. Moreover such relationships, especially marriage is seen

as an expensive affair.[13]

Also, there is a booming subculture of young Japanese men obsessed with Manga-

Anime majority of whom are single-working people.

Evidently this kind of culture opens the doors to technologies like Gatebox that

allows them to have a graphic symbol of their fantasy to be their virtual wife/companion

who is designed to be always happy, only communicate in a positive and joyful

manner and demand no emotional obligations or responsibilities that come along a

real relationship. Which in itself is idea provoking that whether the culture led

4

CHAPTER 3. SOCIAL SCRIPTS

to the birth of Gatebox or Gatebox just exploited an existing cultural script for a

multi-million dollar business organization.

iii.2 The Emotional Script concerning Gatebox

Traditionally, Japanese life used to be based on hamlet communities and was a social club

that highly valued neighborhood relations, but in modern urban life, it is becoming

increasingly difficult to establish and maintain shut human connections, specially in

the city. People living in single-person households in the city tend to experience loneliness

which develops into a diversity of mental health and psychiatric illnesses.

Issues like Kodoku (solitude), Kodoku-shi (lonely expiry) and Hikikomori (social

withdrawal) are becoming common.[xiv]

No wonder a new genre in literature is emerging that advices loneliness should

be embraced rather than feared and portraying detachment equally removing all suffering

caused by the decease of a loved one.[xv]

This results in a big emotional void in Japan. GateBox is built fundamentally

to foster emotional interaction. Emotional interaction has been widely applied to

many robotic applications. Study shows that long-term interaction with a cleaning

robot leads to evolution of emotional attachment.[xvi] Broadbent observed in her

study that 75 percent of children thought that robotic dogs can be their friends.[17]

Hikari is anticipated to kindle a like emotional affection and sense of belonging

in the solitary men in Nihon. Which according to Maslows hierarchy of needs is a

fundamental requirement for human beings.[18]

Hikari even celebrates anniversaries with the user. The Gatebox is still a Long

way from serving as a replacement companion. But the interaction that Hikari offers

might be all some people need to save them from low.

3.3 The Sexual Script concerning Gatebox

Japanese people might debate that such assistive technology can help overcome diffi-

cult cultural and emotional circumstances. However, in some farthermost cases Gatebox

tin can also be seen as a agonizing vision of a relationship, allowing users to retreat

away from human being relationships into a fantasy of submission and titillation.

Akihiko Kondo, a 35 year old Japanese man, despite his mothers disapproval

married a computer-generated, perpetually sixteen-year-old singer with blueish pigtails, holo-

v

Affiliate 3. SOCIAL SCRIPTS

gram character of Hatsune Miku. Kondo says that he has had difficulties with women

throughout his life only never with Miku, who has been a supportive presence since

he was in his twenties.[20] These incidences are undoubtedly questioning the ethics

of marrying a 16 yr sometime underaged 2nd anime graphic symbol.

Surprisingly plenty Gatebox Lab issues marriage certificates to gloat the con-

nection between the human and the virtual character approved by the authorities.[19]

Information technology should be noted that the marriage isnt legally bounden in any aspect. As well, the

company is not expecting the hologram to remain monogamous. More than than 3,700

marriage certificates have already been issued by Gatebox.[20] Although Gatebox

does respect same-sex marriages and supports high confidentiality.

Still this engineering science remains to be a violation of the sexual script with its inability

to make any real sexual relation possible despite of the notions of a marriage involved.

Hence, the sad possibility that these virtual companions might drive users farther

away from existent human relationships and complexities that go with them, should non

be denied.

3.4 The Gender Script apropos Gatebox

Gatebox was the dream of a single Japanese male, the founder of Vinclu, whose

needs and personality resonates with a big grouping of people in Japan, better known

equally Otaku . This supported the success of Gatebox amidst this particular target group

(Otaku) which is as well stereotypically male. This is probably why the Gatebox just

features a female person character.

The Japanese culture considers housekeeping as feminine responsibilities that exist-

long to the wife, which Hikari abides by also, past taking intendance of the smart habitation

appliances. She is marketed as iWife from some other dimension who is trying to united nations-

derstand and acquire from her 'master' everyday so that she can do her utmost to

back up his life.[21]

Beauty is an abstruse concept. Each culture defines it differently. Yamato

Nadeshiko is a socially synthetic personification of an idealized Japanese woman or

the paradigm of pure feminine beauty. She has a loftier pitched voice, acts and dresses

cute and who finds fulfilment in marriage and subordinates herself unconditionally

to her husband.[22] These characteristics are highly reflected in Hikaris behaviour.

These stereotypical expectations from the female grapheme is a relic of male-

dominated relationships from decades past and is depicting the gender scripts em-

6

CHAPTER 3. SOCIAL SCRIPTS

bedded deep in the society since ages.

Unfortunately Gatebox is still unable to extend whatever services to the feminine coun-

terparts.

three.5 The Technological Script concerning Gatebox

Gatebox is a event of I-Methodology as a design practice where the designer considers

him(her)self as the representative of the users. This leads to biased products relying

merely on private experiences, assumptions and requirements.

The fact that Gatebox is developed only by males without any female viewpoint

leads it to be unusable and undesirable for the female section of the guild. Same

stands truthful for the LGBTQ (Lesbian, Gay, Bisexual, Transgender, and Queer). Gate-

box fails to be an inclusive technology.

Although for the targeted user group it proves itself as an advanced intelligent assis-

tive applied science with latest IoT support to smartifying the home. It is also successfully

aiming to disrupt the meaning of human relationship among masses. Only with peachy

success comes great responsibility. Will long-term and widespread use of Gatebox

disrupt the mode Japanese males treat their female counterparts in the future. Could

Gatebox develop unrealistic, Yamato Nadeshiko like expectations in the males from

their female counterparts. The visitor should makeast defended efforts towards pro-

tecting the security of the users in case of cyber attacks.

Since Hikari is a human-like intelligent artifact, it is of import to find strategies that

save her from robot corruption [23], which goes underestimated. The rights of robots

themselves and the potential for them to be driveling should not be ignored. Wide-

bent conducted experiments on robot abuse past children. It was observed that kids

kicked the robot, blocked its path, ignored its polite request to stop when there were

no adults surrounding them. [17]

Some research shows that people demonstrate reciprocity toward robots. For

instance, people's perceptions of a care robot were more than positive if the robot asked

for aid and returned the help with a favor than if the robot did neither of these

things.[17] Which gives us some positive promise that the users of Gatebox will reply

and reciprocate with the same care and dear that Hikari has for them.

vii

Affiliate 4

A Disquisitional reflection on Gatebox

Gatebox is an case of socio-informatics where technological artifact and human

social context mutually plant the information and communications technology

(ICT) ensemble. Piskorskis framework tin beast used to analyze whether Gatebox is

able to overcome the fundamental and social failures that Nippon faces like loneliness,

Kodoku (solitude) and Hikikomori (social withdrawal).

four.1 Social Strategies

In his book, A social Strategy, Piskorski talks most the interaction costs and social

failures which ascend during social interaction and social life. Social failures are seen

as missing interactions in the offline world and are based on violating norms and

economic deficits. IT-artifacts tin solve these kind of problems.

Piskorski explains the reasons and types of interaction costs, that are divided in

the four dimensions: Latitude, Display, Search and Advice.[24]

4.1.1 Breadth Dimension

The latitude interaction costs arise when people cannot access others.[24] Which is

also the case in Japan where the long working hours do non leavdue east people with enough

time to search for an ideal relationship for them.

Gatebox comes in here to provide a chance for such people to share their lives with

someone (virtual character). Unfortunately Gatebox fails to provide any interactions

with real persons. The but person that is accessible, is the virtual graphic symbol Azuma

Hikari, who cannot supercede a real wife.

8

Affiliate four. A CRITICAL REFLECTION ON GATEBO10

There could be ii types of users of Gatebox, one who would like to arrive a

real relationship and the other who are happy with just a friendly companion to

assistance them in their daily life and provide them a sense of someone caring for them

regardless of the fact that information technology is real or virtual. If the user is interested in a real

relationship, breadth interaction costs arise and social failure occurs.

Social reasons: Due to social pressure level to get married at a sure age, for example

from friends and family, the social image of the person is questioned if he (or she) is

not getting married at a certain age, which is the social price on a person's reputation.

In such a instance, if the person is interested in a real relationship, Gatebox fails to fulfill

this as a technology where at that place is but the possibility to have a virtual character equally

your married woman.

Economic reasons: The user is spending money on a virtual character, that cannot

supersede a real human relationship.

4.one.2 Display Dimension

This kind of interaction price arise when conveying data to other creates value

for both but in that location are restrictions in doing and then.[24] Gatebox is not offering an oppor-

tunity to share personal info with others in order to create value to both.

4.ane.3 Search Dimension

Search interaction cost ascend when the histrion westwardants to obtain or receive personal info

from other in order to create value for both but are confronted with restrictions

against this intention.[24]

Social failures occurs when the search interaction costs are college as the expected

value of the interaction. In Japan people are facing the problem of loneliness and

are living alone. They are longing for a companion who could care for them and is

interested in their well beingness.

Gatebox is offering a friendly companion to alleviate their loneliness by making

their life a fun experience. Only if the user is looking for a more than meaningful humanly

relation, Gatebox fails to let the user search for a real partner in the offline world.

9

Chapter 4. A CRITICAL REFLECTION ON GATEBOX

four.1.four Communication Dimension

Communication interaction costs arise in the context of bilateral interactions, when

two persons are communicating in club to generate value for both simply are confronted

with difficulties in doing so.[24]

Japanese are known for their small behaviour and this might exist a reason why

information technology is difficult to begin a conversation with strangers, especially in cities. They are

struggling with social fear and therefore are afraid of rejection. Due to fright that

others volition have different views from theirs, they choose to have no conversation at

all. Which leads to a social failure.

The character of Gatebox cannot refuse his user. With Gatebox the user can

bask the freedom of not being obligated to talk to a person. The user does not take

to follow strict social norms and is not forced to human activity the way the Japanese society is

expecting them to. So he / she cannot violate any form of social norms. The only

affair the Gatebox is non offering is the communication between existent persons.

iv.ii Social Solutions

Gatebox has social failures since it is focused merely on the communication between

the virtual character and the owner. And then it offers no possibility for external interactions

- especially between real persons.

According to Maslow's hierarchy of needs, not only the physiological needs but

likewise a sense of love and belonging, represent essential needs of human beings. In

a long-term perspective the current state of this applied science might have a negative

bear on on the health of the user, since it is not possible to run into the physiological

needs, that a human relationship with a real person would offer. The social solutions are

based on the analysed social failures. There are two types of social failures: Come across

failures and friend failures. Gatebox has encounter failures, since it is not possible for

the user to run across his or her time to come spouse. From the view of the user the character

that lives in the Gatebox is seen as a friend and / or a partner. With gatebox the

user is non meeting a real friend, but a virtual one. This paper offers the following

conclusive proposals, which might due westork for the Japanese culture:

When a existent person represents a graphic symbol

To solve the argued occurring social failures Gatebox must be offering social inter-

deportment in the offline world. The lack of Breadth and the missing Search options for

10

Chapter 4. A Critical REFLECTION ON GATEBO10

information tin can exist fixed with the cosmos of a social media platform, that provides

search functionalities and connects the users. In add-on to this, virtual characters

in Gatebox tin can represent a real person from the offline earth and holoport to the

Gatebox of the person, that they find are a good match for them. They can go on

talking and interacting through this character.

This approach solves the lack of advice possibilities and lowers the inhi-

bition level, which are continued with social fear. The disadvantage of this approach

is, that it is not loyal to the vision of Gatebox (Living with your character).

Un-doing Gender

The company can further expand their reach to a wider audition by including more than

characters with Gatebox. In fact if the company thinks in the direction of 'un-doing'

gender by providing customisable characters Gatebox can become relevant for other

genders and sexual orientations.

It is human nature to buy gifts for our loved ones as an appreciation for what they

practise for us. Gatebox tin let the users purchase gifts and accessories for their graphic symbol

for ex. a stereo system, which basically enhances functionality of their own Gatebox

and lets them bask it together. Selling custom characters and their accessories will

open doors for a strategic business organisation tactics.

Connecting the Gateboxes and creating a community

Bringing the users together, who probably share the same interests, might be the

chance and basis for a existent friendship and relationship. A social media platform

can be the place, where the commutation of information takes place. Users stand for

themselves with profiles, they can send messages to each other and nourish fifty-fiftyts,

which take place in the future. Therefore, a search function and location detection

would be a supportive characteristic in social club to let the user search for information near

upcoming events. The opportunity of creating own events, eastward.g. cooking or gaming

sessions, cosplay events, etc. might assistance the users to arriveto conversations.

four.iii Gatebox as a double-edged sword

Gatebox organised a user experience workshop with the users, who pre-ordered the

product. The aim of this session was to investigate and experience the feelings the

interaction with Gatebox caused. The company had first doubts concerning whether

11

Chapter four. A Disquisitional REFLECTION ON GATEBOX

people will accept conversations with the character just the users seemed very pleased

asking Miku to sing songs for them, thanking her for the back up she showed and

expressed their love for the character.[25]

The feedback influenced the further development and strengthened the vision of a

life with the favourite character. Thus Gatebox is seen as a technology of the future,

that will aid revolutionise smart homes besides.

On the other hand, dissimilar existent relations, Gatebox promotes some sort of relationship

that is free from whatsoever kind of obligations, responsibilities or commitment. It is a

product that serves patterns, stereotypes and prejudices. The social scripts discussed

earlier also hints towards unanticipated long term harms which are not apparent at

nowadays. Non to mention that Gatebox in its current form might have difficulties to fit

in different cultures due to different believes and 5alues. It volition needs modifications

based to the culture and people it wants to aim for. For example the term 'virtual

life partner' may non sound normal for other cultures, however it could sound more

appropriate with the term 'family assistant'.

12

Affiliate five

Limitations in research

The inquiry on Gatebox was an enlightening experience. Although despite of what-

ever extents have been taken to stay rational almost the research, it is bound to exist

subject to personal stereotypes and biases of the authors. The research is express in

terms of rich exposure to Japanese culture, time constraints and limited resources.

Some attempts to proceeds access to Japanese thinking were interviews we had with

some university students. However even that data does necessarily represent the tar-

get grouping of this product. Gatebox indeed paves style for a deeper future research in

areas like attempts to globalize this technology, what information technology would take to achieve that

and its repercussions. Social scripts are a wide expanse of research themselves and to

understand how a budding technology thrives or fails in their context undoubtedly

requires more time and resources.

13

Affiliate half dozen

Conclusion

Gatebox is a good example to research on social scripts and empathize their gravity

in the engineering science today. Every bit an HCI researcher it is important to take into consid-

eration the anthropological and sociological aspects in gild to develop technology

that is for the edification of humankind. Also it is undeniable that while nosotros shape

technology according to the needs of the society, the applied science also plays a role in

shaping our thoughts and deportment. Every bit technologists and researchers it should be our

responsibility to try to shape a better future which is non just technologically just

also ethically audio.

14

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Traditionally, Japanese life used to be based on village communities and was a order that highly valued neighborhood relations, but in modern urban life, it is becoming increasingly difficult to institute and maintain close human connections, especially in the city. This creates a situation in which people are likely to go alone. In other words, people who had hitherto lived in traditional family groupings and communities take increasingly come to spend more fourth dimension as lone individuals with many actually living solitary in the city. Some people living in single-person households in the metropolis tend to feel loneliness, and sometimes this develops into a diversity of mental health and psychiatric illnesses based on loneliness. In this chapter, we introduce issues pertaining to single-person households in Japan, specially focusing on kodoku-shi (alone death) and hikikomori (social withdrawal). Regarding hikikomori, we discuss its psychopathology and propose a stage- and/or condition- oriented therapeutic arroyo. These issues related to urban unmarried-person households are not merely Japanese or one nation bug merely are in fact increasingly global phenomena and as such require breakthrough measures based on worldwide research.

  • Elizabeth Broadbent Elizabeth Broadbent

In movies, robots are oft extremely humanlike. Although these robots are not nonetheless reality, robots are currently beingness used in health care, didactics, and business. Robots provide benefits such equally relieving loneliness and enabling communication. Engineers are trying to build robots that look and carry like humans and thus need comprehensive noesis not but of engineering science simply besides of human cognition, emotion, and behavior. This need is driving engineers to study human being behavior toward other humans and toward robots, leading to greater understanding of how humans call up, experience, and behave in these contexts, including our tendencies for mindless social behaviors, anthropomorphism, uncanny feelings toward robots, and the formation of emotional attachments. However, in because the increased use of robots, many people accept concerns about charade, privacy, job loss, safety, and the loss of human relationships. Human-robot interaction is a fascinating field and one in which psychologists accept much to contribute, both to the evolution of robots and to the study of human behavior. Expected last online publication appointment for the Annual Review of Psychology Volume 68 is January 03, 2017. Please see http://world wide web.annualreviews.org/page/journal/pubdates for revised estimates.

  • M.J. Piskorski

Almost no 1 had heard of social media a decade ago, but today websites such as Facebook, Twitter, and LinkedIn have more 1 billion users and account for almost 25 percent of Cyberspace use. Practically overnight, social media seems indispensable to our lives--from friendship and dating to news and concern. What makes social media so unlike from traditional media? Answering that question is the key to making social media work for any business, argues Mikolaj Piskorski, i of the earth's leading experts on the concern of social media. In A Social Strategy, he provides the virtually convincing answer yet, one backed by original inquiry, information, and example studies from companies such every bit Nike and American Express. Cartoon on his analysis of proprietary data from social media sites, Piskorski argues that the undercover of successful ones is that they permit people to fulfill social needs that either tin can't be met offline or can be met just at much greater cost. This insight provides the key to how companies can leverage social platforms to create a sustainable competitive advantage. Companies need to assistance people interact with each other before they volition promote products to their friends or help companies in other ways. Done right, a visitor'south social media should benefit customers and the house. Piskorski calls this "a social strategy," and he describes how companies such as Yelp and Zynga have done information technology. Groundbreaking and important, A Social Strategy provides not just a story- and data-driven explanation for the explosion of social media but likewise an invaluable, concrete road map for any company that wants to tap the marketing potential of this remarkable phenomenon.

  • John M. Carroll John M. Carroll

Human–computer interaction is an area of applied cognitive science and engineering design. Information technology is concerned both with understanding how people make utilise of devices and systems that comprise computation, and with designing new devices and systems that enhance human performance and experience.Keywords:domain knowledge;design;cerebral engineering;usability

  • Blay Whitby Blay Whitby

This is a phone call for informed debate on the upstanding issues raised by the forthcoming widespread employ of robots, particularly in domestic settings. Research shows that humans tin can sometimes become very abusive towards computers and robots particularly when they are seen as human-like and this raises important upstanding issues. The designers of robotic systems need to accept an upstanding stance on at least 3 specific questions. Firstly is it acceptable to care for artefacts – specially human-similar artefacts – in means that nosotros would consider information technology morally unacceptable to treat humans? Second, if so, but how much sexual or violent 'abuse' of an artificial agent should we allow before we censure the behaviour of the abuser? Thirdly is it ethical for designers to attempt to 'design out' abusive behaviour by users? Conclusions on these and related issues should be used to modify professional person codes as a affair of urgency.

  • Atsuko Kanai

Since the collapse of Japan's bubble economy in the early on 1990'south, the Japanese economic system has only recovered slightly. This has directly implications for employment. Both the seniority wage system and the lifetime employment organisation, which were popular during the period of economical growth in Nippon, unavoidably changed to an issue-wage organization. Now there is greater mobility in employment, increased apply of not-regular employees, and diversed working patterns. The problem of karoshi – a potentially fatal syndrome resulting from long piece of work hours – has been known since the early 1980s. This problem has become more serious in contempo years. The purpose of this article is to provide an overview of the economic and employment conditions in Japan, as well as to examine the working lifestyle of Japanese men and its connexion to "karoshi." Information technology is argued that (ane) the long work hours are not the preference of individuals, but rather the effect of the accommodation to the work environment, and; (ii) solving this problem requires re-conceptualization of workers' human rights on the part of both companies and the society as a whole.

This Holographic Anime Grapheme Could Be Your Next Girlfriend -The Gatebox offers Japanese otaku their own fawning holographic girlfriend

  • V Northward Staff

V. N. Staff, 'This Holographic Anime Character Could Exist Your Next Girlfriend -The Gatebox offers Japanese otaku their own fawning holographic girlfriend.,' Vice, 05 05 2017. [Online]. Available: https://www.vice.com/en_asia/article/ae5d34/ this-holographic-anime-graphic symbol-could-be-yournext-girlfriend. [Accessed 23 02 2019].

Long hours, no actress pay: what its like to piece of work in Japan

  • S Thiruchelvam

S. Thiruchelvam, "Long hours, no extra pay: what its like to work in Japan," Raconteur, 25 07 2018. [Online]. Available: https://world wide web.raconteur.net/ business concern-innovation/japan-work-culture. [Accessed 25 02 2019].

The price of marriages and marriage related saving in Japan The Kyoto Academy Economical Review 57

  • C Y Horioka

C. Y. Horioka, The cost of marriages and marriage related saving in Japan The Kyoto Academy Economical Review 57.i, 1988