著者
井上 寛雄 米山 優 曽我 千亜紀 霜山 博也 中村 啓介 大澤 健司
出版者
社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.173-178, 2013

The attempting in this paper, it is to show a possibility to consider the information from the viewpoint of framing in the cinema. Consideration to the information from the point of view of system theory, including cybernetics, there is a danger of falling into reductionism. It is necessary to explore the generation of information from the side of the duration and spirit, not the material, and indispensable to multiply the origin of the information by the various types of framing.
著者
曽我 千亜紀 井上 寛雄 清水 高志 米山 優
出版者
情報文化学会
雑誌
情報文化学会誌 (ISSN:13406531)
巻号頁・発行日
vol.15, no.2, pp.25-31, 2008-11-30

現在の情報化社会,とりわけサイバースペースは,その越境性ゆえに従来の枠組みでは捉えきれない諸問題を浮き彫りにする。このヴァーチャルな空間上で他者とどのように情報をやりとりし,関わっていくべきかという問いは,そのうちの一つである。本論では,まず,これまでの倫理学において論じられてきた他者概念を再検討する。他者概念の捉えられ方によって,コミュニケーションの意義も異なってくるのである。そのうえで,サイバースペース上における他者との共生の可能性を見出すために,他者をどのように承認することが私たちにとって可能であるかを,情報倫理学の視点から探求する。
著者
曽我 千亜紀 山本 晃輔 ムナン ジュリアン
出版者
大阪産業大学学会
雑誌
大阪産業大学人間環境論集 (ISSN:13472135)
巻号頁・発行日
no.18, pp.49-63, 2019

If play-time and real time were traditionally thought as distinct things while thinking about game, these mutual interactions cannot be ignored anymore in discussing gaming activities. Moreover, it can be said we've left the realm of play as soon as the balance between these two aspects disappears. It is important to define the serious gaming activity at the point of balance between work and addiction. Here, in this article, we try to define what the serious gaming is with the intention to preserve the union, as well as the distinction, of reality and fiction world.
著者
霜山 博也 井上 寛雄 曽我 千亜紀 山田 庸介 大澤 健司 米山 優
出版者
一般社団法人社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2012, pp.49-54, 2012-09-14

In this paper, responding to the Heidegger's criticism of information, shows the route which advances informatics further by compensating the definition of the information. Not from the field of a substance or science but from a philosophical field. That is, the information as a difference in Gilbert Simondon which changes both relationship. Furthermore, it is shown that all the information penetrates in various levels in a reverse cone. And it is the ethic and the bond into which a group is united.
著者
曽我 千亜紀 井上 寛雄 山田 庸介 清水 高志 米山 優
出版者
日本社会情報学会
雑誌
日本社会情報学会全国大会研究発表論文集 日本社会情報学会 第24回全国大会
巻号頁・発行日
pp.176-179, 2009 (Released:2010-02-26)

It is possible to suppose two main positions when we consider the information network of the Internet. On the one hand, there is a position where we give importance to the information itself and examine the network, forgetting the informations' barer. On the other hand, there is a position where which does not recognize the force of information itself and attaches importance to its bearer. Indeed, both positions hold the same supposition in common. They distinguish the information and its bearer and they diminish one of these two terms. In other words, they deal with problems by taking a monist position after they had already recognized a dualism. The problem is that they can argue only one term's importance, action and force. It is necessary to cope with both terms or to unite both terms after their distinction. After all, we understand the information network as a dynamic entity in which action and passion of information and its bearer (i.e. subject) continually change places.
著者
山本 晃輔 曽我 千亜紀 Julien Menant
出版者
日本パーソナリティ心理学会
雑誌
パーソナリティ研究 (ISSN:13488406)
巻号頁・発行日
vol.29, no.3, pp.187-190, 2021-02-15 (Released:2021-02-15)
参考文献数
9
被引用文献数
1

We developed the Japanese version of the Game Engagement Questionnaire (GEQ). In the survey, 600 participants completed the GEQ, the Buzz-perry Aggression Questionnaire (BAQ) and the Dissociative Experience Scale-II (DES-II). Factor analysis verified the four-factor structure (absorption, immersion, flow, and presence) and demonstrated it to be an acceptable reliability (Cronbach’s α=.74–.86). The validity of the questionnaire was also confirmed by significant correlations of the total score between each subscale of the GEQ and the BAQ, or each subscale of the GEQ and the DES-II. The results indicated the acceptable validity and reliability of the questionnaire.
著者
霜山 博也 米山 優 曽我 千亜紀 井上 寛雄 中村 啓介 大澤 健司
出版者
一般社団法人社会情報学会
雑誌
社会情報学会(SSI)学会大会研究発表論文集
巻号頁・発行日
vol.2013, pp.83-88, 2013-09-13

Abstract In this paper, by system theory and information theory of Gilbert Simondon, questioning the theory of information until now. It is intended to overcome the dualism teleological and mechanistic theory, and events that entity.Then, by considering the life of disharmony as I raise something to do with the real challenge of informatics.
著者
山本 晃輔 曽我 千亜紀 ムナン ジュリアン
出版者
大阪産業大学学会
雑誌
大阪産業大学人間環境論集 = OSAKA SANGYO UNIVERSITY JOURNAL OF HUMAN ENVIRONMENTAL STUDIES (ISSN:13472135)
巻号頁・発行日
no.21, pp.1-9, 2022-03-31

In recent years, there has been much psychological research on video gaming. This study compares game engagement and favorite game titles among college students and general adults. We conducted a survey sampling two hundred and eighty-nine college students and five hundred and fifty-nine general adults who completed the Game Engagement Questionnaire (GEQ). Results show college students rated significantly higher compared to general adults on immersion and spatial presence factors of the GEQ. No significant differences are found between the groups in absorption and flow factor, which are subfactors in the GEQ. In addition, no difference in game play time between the groups is evident. These results suggest the time of day, rather than number of hours of game playing, may influence the gaming disorder. Furthermore, results of the text mining with correspondence analysis suggests there may be differences in the content of favorite game titles between college students and general adults.
著者
山本 晃輔 曽我 千亜紀 Menant Julien
出版者
日本パーソナリティ心理学会
雑誌
パーソナリティ研究 (ISSN:13488406)
巻号頁・発行日
vol.29, no.3, pp.187-190, 2021
被引用文献数
1

<p>We developed the Japanese version of the Game Engagement Questionnaire (GEQ). In the survey, 600 participants completed the GEQ, the Buzz-perry Aggression Questionnaire (BAQ) and the Dissociative Experience Scale-II (DES-II). Factor analysis verified the four-factor structure (absorption, immersion, flow, and presence) and demonstrated it to be an acceptable reliability (Cronbach's α=.74–.86). The validity of the questionnaire was also confirmed by significant correlations of the total score between each subscale of the GEQ and the BAQ, or each subscale of the GEQ and the DES-II. The results indicated the acceptable validity and reliability of the questionnaire.</p>
著者
曽我 千亜紀 ムナン ジュリアン 山本 晃輔
出版者
大阪産業大学学会
雑誌
大阪産業大学人間環境論集 = OSAKA SANGYO UNIVERSITY JOURNAL OF HUMAN ENVIRONMENTAL STUDIES (ISSN:13472135)
巻号頁・発行日
no.20, pp.89-104, 2021-03-31

本論ではインターネットというヴァーチャルな空間の中でも,とりわけ,ゲームの世界に注目し,それがどのような空間なのかを問う。世界中からアクセスすることが可能なオンラインゲームの空間は,グローバル化されたものなのだろうか,それともローカルなものに留まるのだろうか。 ゲームの世界は一般に,共通の趣味と興味を有しているメンバーによって構築されているという理由によって,フラットな空間を維持していると考えられている。しかし,この空間もまた社会や文化の影響を受ける以上,ローカルな発展,あるいは,分断が進んでいる可能性がある。 ゲーム空間はプレイヤーにとってどのような空間なのか。もし,プレイヤーに等しくゲーム空間が開かれている可能性があるならば,それはどのような意味においてなのかを明らかにする。
著者
劉 雨晨 曽我 千亜紀
出版者
大阪産業大学学会
雑誌
大阪産業大学人間環境論集 = OSAKA SANGYO UNIVERSITY JOURNAL OF HUMAN ENVIRONMENTAL STUDIES (ISSN:13472135)
巻号頁・発行日
vol.19, pp.1-24, 2020-03-30

In recent years, game applications from China have entered the Japanese market and have had a big impact. In this paper, we analyze the characteristics of several representative titles from Chinese game applications. We try to answer the following questions. Are Chinese products treated as a different culture by the Japanese market and users? Are “Japanese-style games” always made by Japanese or Japanese game companies? We show that the traditional views about and defining “Japanese-style games” are changing under the influence of globalization and the restructuring of the game industry.
著者
曽我 千亜紀 井上 寛雄 山田 庸介 米山 優
出版者
日本社会情報学会
雑誌
日本社会情報学会全国大会研究発表論文集 日本社会情報学会 第26回全国大会
巻号頁・発行日
pp.83-88, 2011 (Released:2012-03-20)

Hypertext gives the opportunity to awake the readers' consciousness to an active behavior toward reading. It pushes them over the border between the reader and the writer and allows the act of reading to become an act of writing. However, is it such a simple process to transform the reading into writing? Is it even acceptable to think that creativity could be born from a process involving texts that have already been written? In this paper, we will ask ourselves how can one reach the creation of new information through the action of editing and what conditions this process requires.
著者
清水 高志 曽我 千亜紀 井上 寛雄 山田 庸介 米山 優
出版者
日本社会情報学会
雑誌
日本社会情報学会全国大会研究発表論文集 日本社会情報学会 第24回全国大会
巻号頁・発行日
pp.172-175, 2009 (Released:2010-02-26)

The massive effects of innovation in information technology and its spread have been discussed from various angles for some time now. Formerly, the central issue was streamlining information conveyance, but technology issues have brought cognitive theory and sociological trends too within the scope of the discussion, while there is also an increasingly conspicuous movement toward reassessing the idea of "information" itself. Based on data from previous discussions, this paper shall propose a distinct interpretation of the structure of networked continuity, by newly utilizing considerations "continuous being" and "predicate".
著者
曽我 千亜紀
出版者
大阪産業大学
雑誌
大阪産業大学人間環境論集 (ISSN:13472135)
巻号頁・発行日
vol.13, pp.13-24, 2014-04

How does the actual information-oriented society face the issues of resources limitation or ethics while protecting its advantages, such as freedom and diversity? We will try to resolve these issues through a positive thinking process in which we will analyze the concept of information. It is important to analyze nowadays communication as a gift rather than as a well-balanced exchange. Indeed, seeing communication as a gift, and knowing what is given in return, is a process that will show us its new value and its rethought meaning, both ideas that cannot be reduced to necessity or the money economy.