本研究ではTVML Player X を用い，外国語口頭練習においてCG キャラクタの発話内容を選択して会話の展開が変えられるよう，外部からの入力（教師側の選択）があれば，それに関連づけたCG キャラクタの発話内容（テキストデータ）を取得して，TVML スクリプトに変換しCG コンテンツの表示プレイヤーに送信するツールを検討した．CG キャラクタの発話内容はある程度容易に変更できるよう，外部テキストファイルにより管理した．実験の結果，CG キャラクタの発話内容が変わるしくみは有効に活かせることが示唆された．一方，外部テキストファイルを用いてCG キャラクタの発話内容を容易に変更できるかどうかは，今後の検討課題となった．
We developed a robot user interface where the robot controller's motions were reflected in the motions of certain characters appearing on a computer display. We then conducted a simple experiment to investigate the effectiveness of this interface system to see whether users felt that this controller was enjoyable. We also conducted several user experiments that investigated the effectiveness of the appearance and material of this interface.
In this study, we examined turn-taking behavior by measuring brain activity using functional magnetic resonance imaging (fMRI). We developed virtual characters that exhibited turn-taking behavior. These characters displayed facial expressions that indicated a willingness to continue talking, and regulated its timing in conversational turn-taking. We then confirmed the validity of these behaviors through behavioral experiments that used a pseudo-conversation between these virtual characters and human participants. In addition, we conducted an fMRI experiment where the participants were required to read part of a scenario in a conversation with the character. The results showed that the insular cortex and the right superior temporal gyrus were significantly activated when the character behaved properly in turn-taking. These results suggest that the activation of the right superior temporal gyrus was related to mutual understanding. The insular cortex has been shown to be related to empathy in previous studies. Thus, turn-taking may have a significant role related to mutual understanding and empathy in conversation. Our experimental design and findings may provide an objective framework for virtual character design, and contribute to the study of human conversation.