This study investigates how human motion cues can be used to design expressive robot-arm movements. Using the imperfect-information game Geister, we analyzed two types of human piece-moving motions: natural gameplay (unconscious tendencies) and instructed expressions (intentional cues). Based on these findings, we created phase-specific robot motions by varying movement speed and stop duration, and evaluated observer impressions under two presentation modalities: a physical robot and a recorded video. Results indicate that late-phase motion timing, particularly during withdrawal, plays an important role in impression formation and that physical embodiment enhances the interpretability of motion cues. These findings provide insights for designing expressive robot motions based on human timing behavior.

生成讲解博客的中文版本

生成AI智能校验的中文版本