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      Huggable Communication Medium Maintains Level of Trust during Conversation Game

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          Abstract

          There have been several attempts in recent years to develop a remote communication device using sensory modalities other than speech that would induce a user’s positive experience with his/her conversation partner. Specifically, Hugvie is a human-shaped pillow as well as a remote communication device enabling users to combine a hugging experience with telecommunication to improve the quality of remote communication. The present research is based on the hypothesis that using Hugvie maintains users’ level of trust toward their conversation partners in situations prone to suspicion. The level of trust felt toward other remote game players was compared between participants using Hugvie and those using a basic communication device while playing a modified version of Werewolf, a conversation-based game, designed to evaluate trust. Although there are always winners and losers in the regular version of Werewolf, the rules were modified to generate a possible scenario in which no enemy was present among the players and all players would win if they trusted each other. We examined the effect of using Hugvie while playing Werewolf on players’ level of trust toward each other and our results demonstrated that in those using Hugvie, the level of trust toward other players was maintained.

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          AN INTEGRATIVE MODEL OF ORGANIZATIONAL TRUST: PAST, PRESENT, AND FUTURE.

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            The science of interpersonal touch: an overview.

            Surprisingly little scientific research has been conducted on the topic of interpersonal touch over the years, despite the importance of touch in our everyday social interactions from birth through to adulthood and old age. In this review, we critically evaluate the results of the research on this topic that have emerged from disciplines, such as cognitive and social psychology, neuroscience, and cultural anthropology. We highlight some of the most important advances to have been made in our understanding of this topic: For example, research has shown that interpersonal tactile stimulation provides an effective means of influencing people's social behaviors (such as modulating their tendency to comply with requests, in affecting people's attitudes toward specific services, in creating bonds between couples or groups, and in strengthening romantic relationships), regardless of whether or not the tactile contact itself can be remembered explicitly. What is more, interpersonal touch can be used to communicate emotion in a manner similar to that demonstrated previously in vision and audition. The recent growth of studies investigating the potential introduction of tactile sensations to long-distance communication technologies (by means of mediated or 'virtual' touch) are also reviewed briefly. Finally, we highlight the synergistic effort that will be needed by researchers in different disciplines if we are to develop a more complete understanding of interpersonal touch in the years to come.
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              Deictic codes for the embodiment of cognition.

              To describe phenomena that occur at different time scales, computational models of the brain must incorporate different levels of abstraction. At time scales of approximately 1/3 of a second, orienting movements of the body play a crucial role in cognition and form a useful computational level--more abstract than that used to capture natural phenomena but less abstract than what is traditionally used to study high-level cognitive processes such as reasoning. At this "embodiment level," the constraints of the physical system determine the nature of cognitive operations. The key synergy is that at time scales of about 1/3 of a second, the natural sequentiality of body movements can be matched to the natural computational economies of sequential decision systems through a system of implicit reference called deictic in which pointing movements are used to bind objects in the world to cognitive programs. This target article focuses on how deictic binding make it possible to perform natural tasks. Deictic computation provides a mechanism for representing the essential features that link external sensory data with internal cognitive programs and motor actions. One of the central features of cognition, working memory, can be related to moment-by-moment dispositions of body features such as eye movements and hand movements.
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                Author and article information

                Contributors
                Journal
                Front Psychol
                Front Psychol
                Front. Psychol.
                Frontiers in Psychology
                Frontiers Media S.A.
                1664-1078
                25 October 2017
                2017
                : 8
                : 1862
                Affiliations
                [1] 1Graduate School of Engineering Science, Osaka University , Osaka, Japan
                [2] 2Exploratory Research for Advanced Technology (ERATO), Japan Science and Technology Agency , Osaka, Japan
                [3] 3Faculty of Psychology, Doshisha University , Kyoto, Japan
                [4] 4Human-Agent Interaction Laboratory, University of Tsukuba , Tsukuba, Japan
                [5] 5Advanced Telecommunications Research Institute International , Kyoto, Japan
                Author notes

                Edited by: Mohamed Chetouani, Université Pierre et Marie Curie, France

                Reviewed by: Gijs Huisman, University of Twente, Netherlands; Andrej Košir, University of Ljubljana, Slovenia

                *Correspondence: Hideyuki Takahashi, takahashi@ 123456irl.sys.es.osaka-u.ac.jp

                This article was submitted to Human-Media Interaction, a section of the journal Frontiers in Psychology

                Article
                10.3389/fpsyg.2017.01862
                5661115
                29118727
                ed184b62-2b17-420c-95d9-8c4c21a3a38a
                Copyright © 2017 Takahashi, Ban, Osawa, Nakanishi, Sumioka and Ishiguro.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 31 March 2017
                : 09 October 2017
                Page count
                Figures: 8, Tables: 0, Equations: 0, References: 23, Pages: 8, Words: 0
                Categories
                Psychology
                Original Research

                Clinical Psychology & Psychiatry
                remote communication device,huggable communication medium (hugvie),hugging experience,trust,conversation-based game (werewolf)

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